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Latest: Explorer 2260


Below in the updated feature list for Explorer 2260. Some parts of it have not yet been completed yet. These are Races, Technical and Communication. This game is beginning to sound very good and some of the features that are planned for it sound amazing. Read on...

Since this document is VERY big, instead of reading it online you can download the by clicking below and then reading it offline.

Download Explorer 2260 feature list


Section 1: Background

    1.1 "You now face a new world, a world of change. The thrust into outer
         space marks a beginning of another epoch in the history of man" -
            General MacArthur (1962) [REF: 1.1A]

        Some of you may recognise the source of that quote: Beyond Top Secret
        by Timothy Good. I am something of a conspiracy theorist (to say the
        least) and the history of Explorer2260 will reflect this. Sometime
        after Easter I will be releasing the first section of the history
        for feedback and it will include many of the stories which have been
        going around in conspiracy theory circles for some time. The quote is
        also very applicable to Explorer; it will be a new world, both for
        gaming and the Amiga.. especially because it is always changing.

    1.2 The Universe Today.

        The galaxy is a vast place, far too big to model accurately. In
        Explorer I will attempt to model, with as much accuracy as possible,
        star systems within several hundred parsecs of Earth (about 150,000
        systems). This gives a good balance of size v complexity. Space, as
        we know it, is only one of a myriad of dimensions which science is
        beginning to accept. The most relevent of these to Explorer is
        hyperspace.... I have at present the positions for some 2,000 stars.
        I would be grateful if anyone with access to star data, or knows
        anyone who does, would mail me......


    1.3 The Nature Of Hyperspace.

        Hyperspace technology was originally brought to the human race by the
        Mogensen. Although they gave very little in the way of details as to
        the physics of hyperspace they, apparently, have very little data as
        well. It is not known how Hyperspace was discovered or which race made
        the breakthrough. Of the old races only the Vaipen (YES! A name which
        starts with a V but isn't Vo**on!) and Ovaska apear to be highly
        advanced in hyperspatial travel but very little is known about either
        race, or their origins..... As a result Earth scientists have been
        trying to fathom the mysteries of hyperspace for some time , with
        mixed results.

        1.3.1. The most important aspect of hyperspace is the fact that
               time and space are not related in the same way as in normal
               space: in hyperspace one parsec of normal space is equal to
               about 200,000km. This means that a fast ship can make the
               journey from Earth to AlphaCentauri in about 5 hours
               hours (40,000Km/h = 11.1Km/s) whereas most normal ships will
               take about 10 to 20 hours.

        1.3.2. Hyperspace is distorted by objects in the real world according
               to the Branney-Girvin boundary effect which states that objects
               under a critical mass of 5*10^10Kg will have little or no
               effect on hyperspace whereas objects over the critical mass
               will exert a gravitational distortion explonentially greater
               than in normal space due to the compaction of distance in
               hyperspace. This means that ships must be guided by special
               beacons, known as guide beams, generated by each jump point
               and relay station (See section 1.3.4) The gravitational
               distortion produces effects similar to black holes when a
               very large gravity well is present. Ships which
               leave the guide beams are likely to go off course and be
               destroyed by grvitational tidal effects or by the next
               hyperspace phenomenon.

        1.3.3. Hyperspace exerts a drain on all electromagnetic signals. The
               source of this drain, know to earth science as the Hornmoen
               Effect (one for you George!), is unknown but it's affects can
               be fatal. All ships entering hyperspace, with the exception of
               some organic technologies developed by the Vaipen
               and Ovaska, are subject to this drain which depletes all
               electrical energy sources, including bio-neurological
               signals. If allowed to continue this drain will not only
               deplete a ship's whole power resever but also kill all it's
               occupants. To overcome this ships must periodically return to
               normal space to recharge ('charge-jumps'). The Average exposure
               level is about 1 day: some races can survive longer but there
               only the Ovaska can stay in hyperspace for over a week. There
               have been reports of a race which apprears to live in hyperspace
               but there have been no confirmed sightings.

        1.3.4. During investigation of jump-gate technology (see section 1.4)
               by the Mogensen and Stabo it was discovered that certain forms
               of EM radiation, when modulated correctly, could cross the
               realspace/ hyperspace boundry (it has been speculated that it
               is by a derivative of this method that the Ovaska can enter
               hyperspace without jump points). Without this fact interstellar
               communication would be impossible.

        1.3.5. As hyperspace is subject to massive gravitational distortions
               electromagnetic signals can only travel so far before they
               become lost or distorted beyond recognition (or depleted into
               nothing). As a result signals sent through hyperspace, by the
               method described in 1.3.4, must be boosted regularly. All
               outposts act as relay stations and, where there are no outposts
               for a considerable distance, specially constructed relay
               stations boost the signal and provide basic services for ships
               undergoing a charge jump (a bit like motorway services). Ships
               which move out of range of relay stations are effectively cut
               off unless they are equiped with laser communications systems
               (which give double the range of normal signals but require an
               open jump-point to enter hyperspace through, as well as
               specialised equipment and permits) or comms drones. Comms drones
               are small probes which must be given the required message and
               are then launched into hyperspace where they lock onto the
               nearest guide beam and transmit the message. They can wait for
               a reply or return to the ship. They signal the ship which
               launched them to open a jump point so that they can be
               retrieved.

    1.4 JumpPoint technology. [REF:1.3A & 1.4A-E]

        It was noted by science in the century that below the so-called
        Planck-Wheeler length - which is 1.62*10^-35m or 20 orders of
        magnitude smaller than an atomic nucleus - quantum gravity
        fluctuations become so violent that space itself actually 'boils'
        and becomes a quantum foam containing short-lived quantum wormholes.
        When the Mogensen introduced jumpgate technology  to Earth science they
        also brought with them a material with very strange properties;
        Hyspiridan60, as it became known, when exposed to a very high strengh
        electric field modulates the field to exactly the correct frequency to
        enlarge quantum wormholes. For some reason, still undetermined to this
        day, the resonace created in the field boundaries forces one end of the
        wormhole into normal space and the other into hyperspace. Provided that
        a strong enough field is applied the wormhole will expand to a
        diameter of aproximately 2 miles for as long as the field is applied.
        When the field is removed the energy which forced the wormhole open
        disipates as light and radiation into normal space and electrical
        energy into hyperspace. A side effect of the jumppoint creation process
        is that all jumppoints are one way: attempting to enter a jumppoint
        from normal space into hyperspace which was created for a ship entering
        normal space from hyperspace will result in your ship being torn apart
        by quantum graviatational tidal forces. Due to the enormous energies
        needed jumpengines and jumpgates must be given the exact mass of any
        ship (or the total mass if there is more than one ship) which will be
        passing through the jumppoint so that exactly the correct amount of
        energy is used to open and maintain the jumppoint: too little energy
        will result in the jumppoint collapsing as the ship(s) enter,
        completely destroying them. Too much energy expenditure is wasteful and
        is normally avoided unless the mass is not determined exactly.

        1.4.1 Jumpgates. Excluding the Ovaska all races have to create
              jumppoints to enter hyperspace. Only large ships have enough
              room for bulky jumpengines so smaller ships must enter hyperspace
              through jumpgate generated jumppoints. Jumpgates consist of 4
              oval rings, 5 miles by 3, connected by 1.5 mile gantries. Each
              gate has 8 deuterium/ tritium fusion reactors supplying 24
              Hyspiridan60 field generators. Gates need to be constructed well
              away from other constructions due to the intense radiation
              created when a jumppoint collapses and are held in position by
              16 hydrogen reaction thrusters. Gates are constructed by
              specialised constructor ships or deep-space explorers.
              Despite the number of fusion reactors the gate can take up to 5
              minutes to recharge for another ship.

        1.4.2 Jumpengines. Large ships can be fitted with jumpengines provided
              that the ship already has a powerful reactor fitted. Jumpengines
              exploit one of the most unusual properties of Hyspiridan60: if it
              is suspended in a supercooled medium (liquid helium is normally
              used) and the field modulation section is aligned correctly
              the modulation focus can be directed to a fixed location
              (normally to the side or rear of the ship for tactical reasons)
              to create the jump vortex. Jumpengines have a default calibration
              based on the maximum mass of the ship it is housed in, plus a
              small leeway. It it possible, provided that enough power has been
              built up, to make larger jumppoints but this requires a very
              large, dedicated, fusion reactor and is thus only normally
              available on large military ships and high cost transports.

    1.5 StarNET.

        This could really be a completely new section but it is mostly
        background so it is included here.

        Many communication systems exist in the present universe ranging from
        simple laser comm systems up to the hive intelligences of the Vaipen
        and, to a lesser extent, the Reticula and Nosnerual. Many races
        communicate over a standard comms network called StarNET, the
        interstellar equivalent of the 'internet'. StarNET is based around
        an interconnected series of high strength narrow band microwave and
        realspace/hyperspace transceivers which link nearly every net server
        in known space: More or less every computer in known space is linked
        to StarNET.

        StarNET, and it's associated subsections, will only be accessable while
        in dock or at a relay station.

        1.5.1 The Infrastructure.

              Space is a big place and light is, in interstellar terms at
              least, somewhat slow. Were it not for the fact that high energy
              Stable Baryon Transcievers can penetrate the realspace/HS
              boundry (after correct modulation) interstellar, and long
              distance interplanetary, communication would be impossible.
              While short distance (ie: ship - ship, ship - planet)
              comms are via normal maser links, interstellar communication
              can be accomplished in one of two ways: maser link to a relay
              station, which converts the microwave message into SBT format
              which is then transmitted through hyperspace, detected by a
              station in the recipients local space and send to the recipient
              via maser. Very large ships may have SBT equipment fitted, in
              which case direct communication is possible.

        1.5.2 The NET.

              All stations, and relay stations, must remain in constant
              contact to provide guide beams for ships in hyperspace. Many
              races exploit this to form a stable network known as StarNET.
              Each race converses in it's own language over StarNET so all
              net software has built in translation capabilities which can
              convert nearly every known language into the native language
              of the user. StarNET provides several services; real-time comm
              channels (vid links/ voice links), email and BBSs. However,
              built alongside these services is the IIN.

        1.5.3 The Interstellar Information Network.

              The IIN was, according to Eckerts "History of the major races",
              originally started by the Munkvold in 260BC (earth years) but
              it only attained it's widespread status in the last 300 years
              thanks mostly to the efforts of the Mogensen and Nosnerual. The
              IIN has evolved, through human computer engineering, to a
              highly complex network spanning most of known space. The IIN is
              a standard interface to information on nearly every major server
              much like the www.

              In Explorer the IIN will not consist of millions of nodes, though
              the way the systems generates the sites will make it appear so.
              The IIN (and StarNET to a lesser degree) will adapt to the player
              and the universe so that it evolves with the DUM.

        StarNET is the major meeting place of millions of people and as such is
        used not only for communication but also for advertising and notices.
        As such StarNET will be the place where the player can look for jobs,
        ideas or warning that they are being hunted. Some of the things which
        will appear on SterNET are:

            => Escorts. The player is asked to join an escort fleet for a
                        ship passing through dangerous areas of space.

            => Adverts. These will range from simple junk mail (oh yes,
                        there's nothing quite like junkmail to give a
                        sense of reality) up to job advertisements, corporate
                        ads and so on.

            => Companies. Many comapnies will have sites on the IIN (as well
                          as lesser services on StarNET). Here companies will
                          ply their wares and occaisionally post job notices or
                          escort requests.

            => Finance. You can't escape them even in an imaginary universe!
                        Here you will be able to open bank accounts, get loans
                        or insurance and many other bank type nightmares.

            => Email. The player will recieve email! Junk mail will, as ever,
                      will continue to be the bane of net life (though I will
                      include an option to turn it off) but the player will
                      recieve email from associates or companies, as well as
                      security forces and individual characters. In the net
                      version I hope to release pleayers will be able to mail
                      each other in the explorer universe.

            => Info servers. These are the libraries of Explorer. I will be
                             including all the game background, physics,
                             theories and technical details along with sections
                             on the denizens of the Explorer list (hell, you
                             lot deserve some credit beyond you names
                             appearing) as well as the reasons I am writing
                             Explorer and why I set out to involve as many
                             people as possible.

    1.6 The Dynamic Universe Model.

        Most trading games suffer from one huge limitation; the universe is
        essentially static: borders are constant and nothing really ever
        happens. Everyone knows that real life is not like this but no-one has
        ever tried (well, that I've ever heard of) to implement a dynamic
        universe (and I am beginning to understand why!). In a dynamic universe
        NOTHING can be taken as constant; there will be several major
        influences on the DUM:

              The game seeds; large numbers used as the basis for the pseudo-
                              random number generators.

              Race data; races will be defined by the model in many ways
                         including the technology level, propensity to engage
                         in conflicts, tactical levels, intelligence levels and
                         their rate of expansion etc... each race will
                         influence the models determining the system
                         ownerships, military models, StarNET and many other
                         game systems.

              Conflicts; The outcome of conflicts can widely affect the DUM,
                         from the system onership levels all the way up to the
                         destruction of a race or the start of another
                         conflict.

              Player Actions; The effect the player will have on the universe
                              will normally be small but there may be
                              occaisions when the player could save or destroy
                              the universe....

    1.7 Stations (ground based and space stations...)

        Here I must admit to cheating a little: My space stations will just
        be large ships either attached to the surface or in orbit. This means
        that several features will be available:

        =>  Stations CAN be destroyed or damaged!!! Unlike in Frontier where
            you could blast away for hours with the biggest gun you could get
            and nothing would happen it will be possible to damage stations
            because of the fact they are ships I can use exactly the same
            routines for calculating damage levels. If you use a really big
            weapon (asteroid mast driver for example) you will effectively be
            able to destroy a station. Stations will also be able to repair
            themselves or (in the case of spacestations) moved out of orbit.
            Reports of attacks on stations will appear in the news sites on the
            IIN...

        =>  You can 'move around' inside them. By this I don't mean a first
            person perspective walkabout game but rather the object data will
            be used to create a wireframe representation of the station with
            areas which you can visit highlighted. This map will be rotatable
            and scalable so that you can select the area you want to enter,

        =>  Spaceships can function as stations. This is how I will get large
            military ships (or interstellar passenger cruisers) to operate:
            in a military ship the game works exactly as if it was a
            spacestation with only military areas available. On a passenger
            cruiser the same is true except that services will be restricted.

        =>  I will implement defense systems for stations; All the weapons
            available to any large battleship can be fitted to a spacestation
            (so if you'r in a tiny little fighter trying to attack a 7 mile
            long spacestation you *will* die... believe me...)

        When the player requests docking permission from the station the player
        can either be brought in directly (under control of the station
        computers) or asked to adopt a holding position outside the station
        while other ships are delt with. Once in the station a fee wll be
        deducted from the player's account for docking charges. If the player
        is going to spend more than 3 hours in dock then an additional fee
        must be paid for holding area space. Stays of more than 24 hours (All
        time will be measured in Earth standard for simplicity, irrespective
        of your race, but the time will be available in your race's
        standard) will require a daily fee (paid in advance) and a room must be
        rented by the player (or 'alternative arrangements....') the player
        will be charged for every day the ship remains in dock *at the end of
        the stay*

        1.7.1 Station Facilities.

              Space stations and ports are more than docking ports, all of them
              provide other services from basic accomodation and network access
              up to shipyards, shops and hospitals.

              1.7.1.1 Accomodation. As I said above, if the player wants to
                      remain on a station for more than 24 Earth hours then
                      the player must rent a room (or cabin). If the player
                      is willing to pay for the more expensive accomodation
                      then the player's health will improve slightly,
                      otherwise the player's health will slowly decline....

              1.7.1.2 StarNET Access. All stations, however basic, provide some
                      form of StarNET access. Some will have local networks as
                      well.

              1.7.1.3 Docking services. These will range from just somewhere
                      where your ship is parked up to repair shops and refit
                      services provided by the station.

              1.7.1.4 Shipyards. Some stations will have shipyards where you
                      can buy ships. You may own several ships but you can only
                      fly one of them.

              1.7.1.5 Shops. Depending on the location and size of the station
                      you are at the variety, type and availability of goods
                      will fluctuate. Stations in, or near, a warzone will be
                      affected by blockades and transport difficulties by
                      reduced availability and higher prices.Many shops wil
                      appear on the local network but many will be accessable
                      in the station 'malls' (in cases like these the Wireframe
                      which represents the station will show a large block
                      for the mall, when the user selects the mall the view
                      will zoom in and the mall will be replaced with a
                      selection of polygons which can be selected to enter
                      shops.

              1.7.1.6 Medical sercives/ Hospital. In Explorer the player's
                      health will be an integral part of the game. Depending
                      upon the player's chosen race and actions visits may be
                      required to medical bays on stations. In some places
                      these services will be free, in others they must be
                      payed for...

              1.7.1.7 Security services. If you get up to no good then your
                      likely to end up here sooner or later. These guys mean
                      business and there's none of the 'you'r fined x' that
                      appeared in Frontier. If you get caught then you can be
                      fined or send to prison or both. Sentancing will be done
                      via a jury system, not by an individual officer, and many
                      races will have extradition treaties. The security
                      services will be able to freeze your assets (sounds
                      painful) if you evade capture.....

        1.7.2 Station procedures.

              1.7.2.1 Docking. When a player appoaches a station the docking
                      procedure will vary according to the player's ship type.
                      (see section 2.1 for ships) Smaller ships will be taken
                      into the docking tunnel (once any backlogs are cleared of
                      course) but larger ships must either enter zero-g loading
                      areas (for medium sized freighters) or send out shuttles
                      to dock with the station. Only smaller ships can approach
                      a ground station as larger ships may be damaged by
                      gravitational or atmospheric effects.
                      When the player docs at any station or capital ship the
                      craft will be guided automatically to a transport pad...
                      a diagram always helps; diag1.iff shows a docking port
                      situated on a planet or small station. The ship enters
                      the docking tunnel, under the control of the docking
                      computers and is moved over a docking pad. Once on the
                      pad the pad will be lowered into the dock bay and moved
                      to a free space: the user then has to go through customs
                      and security before entering the station. In ground based
                      stations ony one shaft can be used. In spacestations or
                      large ships two or four shafts may be used; see diag2.iff

              1.7.2.2 Post Docking. Here the player must submit a manifest of
                      his cargo in case of a customs search. This is normally
                      the same as was compiled upon leaving the last station
                      (see later) normally this isn't checked but if it is, and
                      the manifest doesn't match the cargo, the player may be
                      tried for importing illegal goods or smuggling.
                      The player will also have to pay the standing charge for
                      docking. No more dock charges must be paid until the
                      player leaves.

              1.7.2.3 Once on the station the player can either quickly sort
                      out whatever he/ she wants to do and leave or rent a
                      room. Rooms can only be paid for in daily or weekly
                      amounts and their price depends on the station, the room
                      and the person the player rents the room off. If the
                      player doesn't rent a room after 24 hours then the
                      player's health will begin to suffer and some
                      administrations may charge the player extra for
                      docking fees. The player will also be unable to, legally,
                      access any station services except for the docking port,
                      security service or rental agencies.

              1.7.2.4 When the player is leaving cost of housing the player's
                      ship must be payed and a cargo manifest must be compiled.
                      The player doesn't have to compile a maifest which is
                      exatly what is carried in the player's ships but the
                      weight MUST be the same otherise the player's ships may
                      be destroyed in a jump gate collapse and it makes it much
                      easier for security to detect the manifest deception.
                      When compiling the manifest list the player will be
                      presented with a screen like the one shown below (I will
                      be releasing an actual picture in a few days)

        +---------------------+ +-------+ +-------------------+
        | Your hold contents  | |  Add  | | The Manifest List |
        +---------------------+ +-------+ +-------------------+
        |                     | +-------+ |                   |
        |                     | |  Del  | |                   |
        +---------------------+ +-------+ |                   |
        +---------------------+           |                   |
        | * merchandise list  |           |                   |
        +---------------------+           |                   |
        |                     |           |                   |
        +---------------------+           +-------------------+

                      The merchandise list gives a list of ALL possible
                      merchandise..... The player will have to make sure that
                      the weight of you manifest matches his/her ship weight
                      (as it's easy to tell if you fake the manifest otherwise)
                      If the player submits a false manifest and the local
                      security force is good the player will be  caught and
                      prosecuted (poss 2 year jail sentance and 10,000 credit
                      fine) otherwise the plyaer's ship will be lifted back
                      into the dock tunnel by the station lift and
                      then can proceed out into open space. If the player has
                      arranged to pick up the goods he/she may have to go to
                      a relay station (out in the boonies somewhere), another
                      station or a large ship which can be docked with.

    Docking fees will *NOT* be constant, even within the same station; matters
    like where the player's ship is docked, it's type and size and the amount
    of traffic will change the price asked. For example: a station where there
    is a lot of traffic can charge less for docking as it has more cash to work
    with, docks with low traffic must charge more to make up the shortfall.
    If the player has a large ship then he/she must pay more because he/she is
    taking more space up. Some stations will have better facilities in
    specific docking bays, for which the player must pay more...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    2.1 Ships. Each race (see section XX.XX) will have it's own distinctive
        ship design and technology. Some will use fairly simple technology
        whereas some will use technology hundreds of thousands of years
        more advanced than the average. The technology will start at a level
        where hyperspatial travel is attainable as I have assumed that any
        race capable of sustainable spatial travel will inevitably contact a
        race with hyperspace technology. Ships will be build from a variety of
        materials depending upon technology level ranging from simple metals
        to highly complex metal/organics and true organic technologies. In this
        section I will mention hyperspace and hyperspatial travel. These terms
        are explained in section 1.3 and 1.4.

        The major ship groups will include the following types. Only private
        craft, shuttles and log-range shuttles can be purchased from dock
        yards. Larger ships, or ships designed with specialised military
        purposes, can only be bought from specialist yards, or not at all.
        Despite this it will be possible to fly, or at least command, nearly
        all of the ships. The player WILL NOT be able to fly ships developed by
        the Vaipen or Ovaska among others. The reasons for this are given in
        the section on races. BioTech craft are considered in a sepearate
        section as they are very hard to classify.

            Private Craft:    Single pilot or small crew ships, small in size
                              with limited range, cargo and weapons
                              capabilites. These craft will normally be used
                              within a single system or neighbouring systems.
                              Due to their small size they may only enter
                              hyperspace via jumppoints created by a jumpgate
                              or large ship. These ships will be favoured by
                              pirates which have a large base ship to provide
                              firepower support due to their relative
                              cheapness and availability.

            Private fighters: Custom or ex-military craft which are normally
                              only available on the black market. Often owned
                              by pirates, raiders and bounty hunters or by


            Shuttles:         These craft range in size from ships similar
                              to private craft up to transport vehicles capable
                              of carrying up to about 200 passengers with some
                              cargo room. They are not suited to long-haul
                              flights, only being able to carry enough fuel and
                              resources for about 36 hours travel. Shuttles are
                              the main form of transport between space stations
                              and surface ports, as well as between space
                              stations and ships too large to enter the station
                              docking tunnel.
                              Only the largest shuttles can create their own
                              jumppoints and none of them have very good weapon
                              capabilities.

            L.R. Shuttles:    Long range shuttles are more suited to the
                              demands of long distance travel than standard
                              shuttles. They have better EM damping, allowing
                              longer periods in hyperspace, and larger fuel
                              stores and power plants. L.R shuttles can take
                              between 400 and 2000 passnegers and are used by
                              many tansport lines for interstellar package
                              holidays. Again, only the larger craft have jump
                              engines but only the smaller craft can dock with
                              stations. The larger shuttles require 'ferry'
                              shuttles to load and unload passengers. These are
                              either provided by the station or are carried in
                              the shuttle's docking port.

            Cruisers:         These ships can carry up to 5000 people and the
                              largest is a mile long. All of them can create
                              their own jumppoints and can stay in hyperspace
                              nearly as long as military ships. None of these
                              ships can dock directly with a space station and
                              they normally carry between 10 and 15 shuttles to
                              load and unload passengers.

            Traders:          Traders range from shuttles with the passenger
                              spaces replaced with cargo space up to custom
                              traders which will accept cargo modules (large,
                              normally sealed, modules which are attached to
                              pylons on the ship). None of these ships have
                              built-in jump engines, although some could accept
                              them if cargo space was sacrified. Traders rarely
                              have good weapon systems, relying more on
                              escorts or blind chance. Nearly all of these ships
                              can dock directly with stations, although only
                              the smallest ones can enter atmospheres or high-g
                              wells.

            Bulk traders:     Larger relations of traders which have integral
                              jump engines, large cargo holds and cargo module
                              pylons as standard. These ships also have much
                              better offensive and defensive weapon systems
                              than traders. Their size prevents them from
                              docking with stations, or entering atmospheres,
                              so loading and unloading is normally done in
                              zero-g docking areas or in a holding position
                              outside a station.

            D.S Traders:      Traders and bulk traders do not have the
                              capability to travel very long distances, usually
                              no more than 48 hours travel. Deep space traders
                              have modified power plants, more powerful EM
                              damping hulls and nearlt twice the fuel reserves
                              of their smaller cousins. This gives them almost
                              96 hours flight time (even though the ship must
                              make a charge jump every 24 hours). D.S traders
                              are usually much larger than normal and bulk
                              traders (the latest model from XianTech is 2 and
                              a half miles long and can carry over half a
                              million tonnes) and can be narly as well armed as
                              a small military cruiser.

            Explorer/Mapper:  These ships are exclusive to Earth and are among
                              the largest ships in the known universe (nearly
                              as big as a Vaipen Hiveship, the largest seen
                              was 12 miles long) with the largest, Excaliber,
                              at just over 7 miles long. These ships are used
                              by companies for deep space mining and
                              exploration and by the Earth government for
                              jumpgate and station construction. These craft
                              can stay out of contact for over five years
                              without difficulty and can house over 200 ships.
                              Despite the fact that there are only 30 of them
                              in use (4 are in construction as of 14 Jan 2260)
                              all but 8 of them are owned by corporations, the
                              other 8 being owned by the government and either
                              in deep space or on loan to one of the other
                              races. These craft have weapon systems as good,
                              if not than, any of the ships in service in the
                              Earth Stellar Forces and can carry as much as 2
                              or 3 deep space traders. It has been suggested
                              that one of the ships in custruction,
                              provisionally called 'Archon', is going to be
                              bigger still and may be used by the military as a
                              mobile caommand station.

            Colony Ships:     These ships are similar to explorer ships but
                              normally only about half the size. They are
                              primarily used to transport colonists and their
                              equipment to new outposts which are not suitable
                              for passenger cuirsers. These craft have integral
                              jump engines and docking facilities so they can
                              function as orbital stations while the final
                              outpost is being constructed. Ship suggested by
                              Karl A Rostrup.

        Military Ships. These are only very basic classifications as in many
                        races the lines between the craft types are blurred.


            Recon/ Patrol:    Small, lightly armed, very fast craft with no
                              jumpengines or cargo/ passenger space or other
                              capability. Normally only used when quick recon
                              missions are required.

            Fighters:         These range in size from craft barely larger than
                              recon ships up to well armed, powerful heavy
                              fighters. None of these craft have jumpengines
                              and the weapons capabilities are dependant upon
                              the ship type and race.

            Troop Transports: Modified deep space shuttles which are used to
                              move ground troops and milirary hardware around.

        All the following craft have jumpengines and heavy em damping hulls for
        prolonged hyperspace immersion.

            Battleships:      Well armed craft with limited fighter storage
                              facilities. Normally used as escort firepower
                              for Destroyers, Heavy Cruisers, Dreadnoughts
                              and SuperDeadnoughts.

            Destroyers:       Heavily armed craft which can carry up to 30
                              fighters and recon craft. Normally they also
                              have troop transportation space and cargo areas.

            Heavy Cruisers:   Fighter transport craft. These ships also include
                              cabins for piolts and engineers. The space
                              restrictions this poses means that these ships
                              do not have brilliant weapons systems and must
                              have a battleship or destroyer escort.

            Dreadnoughts:     Very well armed ships which can carry up to 100
                              fighters, their pilots and engineers, troops,
                              hardware and still have room for fast, powerful
                              drive systems.

            S.Dreadnoughts:   SuperDreadnoughts are among the most powerful
                              ships in the galaxy. Each can carry over 200
                              fighters and a crew of nearly 1000 people. The
                              weapons systems these can carry can literally
                              flatten the surface of a planet or destroy space
                              stations.

        2.1.2 Organic technology.

        This is still an emerging field of research and very little is
        understood about life which can survive in space without difficulty.
        Only the Vaipen and Ovaska appear to have mastered organic spacecraft
        and the appear to follow more or less the same trend; the smaller ships
        look very similar to the larger ones, and there have been some
        suggestions that that is exactly the case; the smaller ships are just
        younger relations of the larger ships. Organic technology has many
        advantages over normal technology, not least in that it repairs itself
        and can reproduce (although no-one knows how... the Vaipen and Ovaska
        are very secretive and no-one who has even come close to finding out
        much about them has ever been seen again). What is known is that these
        ships have a symbiotic relationship with the pilot (although this link
        can be broken) and, in the case of the Vaipen and probably the Ovaska,
        they are part of a single, race wide, hive mind.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    3.1 Weapon systems.

        Due to the large number of races in the Explorer universe it is not
        possible to give exact classifications to the weapons sytems. What
        follows is a rough outline of the general types of weapon and defense
        systems.

        Small ships will either be unable to accept weapons (some private
        craft) or will have a single, possibly rotating, weapon pylon. Larger
        ships can have many weapons pylons (20-30 on a Super Dreadnought). The
        turrets will be controlled by the computer unless the player takes over
        control. One problem with weapon systems is that they take power.. a
        lot of it, so if all the weapons are in use then the ship's jumpengines
        will have to be taken offline (and it can take up to 15 minutes to get
        them back on again)

        3.1.1 Offensive systems.

              Blasters:     Small, low power weapons which are not much use for
                            anything except as a last resort. Normally based
                            around laser technology or low energy plasma
                            generation.

              Cannons:      Range from small lasers not much bigger than a
                            blaster up to lasers capable of generating pulses
                            in excess of a terawatt. The largest cannon
                            available is the Todhoeman650 which is a gigawatt
                            beam laser with petawatt (10^15 watts) pulse
                            activator (ie: it has a continuous beam at 120
                            gigawatts and a pulse capability up to 2.5
                            petawatts, even during beam generation)

              Projectile:   These systems fire unguided missiles of various
                            types and sizes. All these require ammo stores.
                            All projectile weapons will have built in self
                            destructs which will stop them causing too much
                            damage to surrounding planets.

                            Shells: These are basically hull piercing metal
                                    'bullets'. Some have explosive charges.

                            Mass drivers: fire everything from small metal
                                    spheres up to large lumps of rock. The
                                    largest of the family is the planetary
                                    bombardment driver, banned in nearly every
                                    system (but proclaimed as a holy weapon
                                    by the Dervishes of Eie).

              Masers:       Microwave lasers. Produce extreme heating upon
                            contact which can cause the hull of a craft to melt
                            or explode. Very useful on organic technology.

              Missiles:     Guided projectiles with high explosive charges.

              Magnetogravitic: Use magnetic and gravitational fields to disrupt
                            the electronics and control systems of another
                            craft. Requires large amounts of energy!

              Particle Beam: Fires a highly charged stream of particles, to
                            remove ECM protection, followed by a high explosive
                            projectile. Only any use against slow moving
                            targets.

              Positron Cannon: Fires a pulse of positrons (anti-electrons). As
                            you can imagine this is rather destructive.... :)

              Fry Cannon :  A very thin cable is shot at the target and, upon
                            contact, the full power of the attacking ship's
                            power plant is sent down the cable, fusing all
                            the other ship's systems. Only useful agains small,
                            slow moving, close range targets.

              Mines:        Proximity and contact mines, some carry explosive
                            charges others have large batteries that discharge
                            through the mine casing upon contact (like the Fry
                            Cannon)

              Atmospheric Incinerators: Highly reactive substances are launched
                            into the atmosphere of the planet resulting in
                            atmospheric ignition and the depletion of oxygen and
                            other gasses.

              Nerve Gases/ Biological agents..... guess!

        3.1.2 Defensive systems.

              Interceptors: Projectile cannons which fire specially designed
                            rounds consisting reflective coatings, defraction
                            gratings and explosive charges which destroy,
                            diffuse or slow and weapon they get in the way of
                            (in theory at least). These are normally fitted to
                            highly sensitive scanners (see section 3.1.3)

              ECM:          Static fields which upset the guidance systems of
                            missiles and can prematurely destroy explosive
                            charges in unguided missiles. Useless against
                            lasers, masers or mass drivers.

              EM Dampers:   Not really defensive, these devices reduce the
                            speed at which hyperspace drains e.m energy. This
                            allows ships to spend longer in hyperspace (about
                            10 or 15 percent longer)

              Decoys:       Self explanitory really...

              AMsystems:    Anti-missile systems consist of missles which are
                            designed to intercept other missiles in flight be
                            they guided or unguided. These weapons are only
                            partially effective against mass drivers.

              Stealth:      Reduces the overall visibility of the craft. This
                            is either in the form of a visual cloak or IR/EM
                            cloaks. Systems with visual cloaks must be
                            specially designed to take such systems... and they
                            are VERY expensive.

        3.1.3 Detection Systems.

              IR/EM:        Various devices for detecting the infra-red/
                            electromagnetic signatures of other craft. More
                            advanced forms of this technology can even detect
                            the hearbeats of the crew of a ship at close range!

              HS detectors: Hyperspace propogates em radiation much faster than
                            normal space so it is possible to detect the firing
                            of missiles or lasers before they are visible. Most
                            interceptor cannons rely on these systems.

              Visual:       Erm... looks for other ships....

    3.2 Organic Technology.

        Organic technology is much more diverse than normal technology, and
        many variations exist. Many of the weapon types outlines above have
        organic technology counterparts in addtion to:

            Worms: Teeth with tails. These are fired from the host ship towards
                   a target which suddenly becomes dinner for several hundred
                   mouths. Any ship caught in the way of these voracious beasts
                   will find itself full of holes...

            EBeam: A favourate weapon of the Vaipen these are something of an
                   enigma. They appear to be a single beam of electrons at
                   high speed and energy. No-one knows how the ships manage to
                   produce these beams, or how they are controlled into a
                   cohesive weapon.

        Several other form of organic technology have been reported but no
        more information is available.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    4.1 Exploring and Mining.

        Mining in Explorer is a bit more convoluted than in other such games.
        Firstly, unless you want to run the risk of having your claim stolen
        you must get a permit to mine and/ or explore a system. Once you have
        one of these (which don't come cheap) you will need a *big* ship! In
        addition you will need the following equipment: orbital mapping probes,
        surface prospectors and several mining rigs. Orbital mapping probes aree
        also required for mapping systems.

        To explore or mine a system you will nearly alwasy need a ship with
        it's own jump enginesas it is rare for a jump gate to have been
        constructed in an unexplored system. It is quite common however for
        explored systems to still have unused resources and unmapped planets
        but these will require permits from the system's owners before mapping
        or mining can be started (and you often have to pay for the rights to
        sell the mined material)

        Anyway, to work... once the player has arrived in the system the
        orbital probes can be launched. Each one can have it's own destination
        (although sending several to the same planet will increase the speed at
        which that planet is mapped). When the probes have mapped the planet the
        player will be informed to that effect. The player can either recall
        the probes and head back to civilisation to register the maps and
        possibly name the planet/ system or launch a surface prospector from
        the orbital probe to map the mineral deposits. Once again the player
        will be informed once the area requested has been mapped and can either
        recall the probes or send out the mining drones.

        If the player leaves the system any orbital probes or surface
        prospectors which have been left behind will self destruct
        (to prevent others from raiding them for their data) mining machines
        are not similarly affected. The positions of all mining probes is
        recorded in the player's logbook automatically (including systems name,
        coordinates, entry point and planet id and coordinates)

        When the player wants to retrieve the mining drones he/she must enter
        the system and signal them. If they have enough fuel left inside them
        then they will come to the surface, lift off and travel to the
        player's ship. If they do not have sufficient fuel to lift off they
        will come to the surface (all mining probes will remain below the
        surface to prevent detection) and signal the player to come and pick
        them up. All probes have individual signal codes which the player can
        set (as can other miner's) so it is possible, if the player can get
        hold of someone else's codes, to hijack the other's machines. Mining
        machines can be configured to stockpile the materials which have
        already been processed and can make several trips to and from the
        player's ship to transfer all the materials.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


    5.1 Military Service.

        "Join the army they said, it's a man's life they said..." Thats exactly
        what you can do. Occaisionally the armed forces of each race will start
        recruitment drives on StarNET. When the player answers one of these
        adverts, provided background checks come up ok, he/she will become a
        member of the local fighter pilot corp. The player's ship will be sold
        off (the player can do this before joining to get the best deal). After
        a period of training and testing (which is shorter for experienced
        players and only needs to be taken the first time you join up) the
        player will be put on operational service. If the local area is quiet
        then the player will, if possible, be transfered to another station
        (the player has to fly there in his/her own, military issue, ship).
        Missions are issued every one or two days and will not consist of
        single tasks in most cases. The possible types of mission include:

            => Patrol. Fly around the designated area making sure everything
                       is ok.

            => Recon.  Get in there and get some info.

            => Hunt.   Information shows that x is in area y but we aren't sure
                       of the exact location. Find it.

            => Destroy. Guess

            => Follow. Find out where x is going but don't be seen!

            => Attack. Guess....

            => Escort.

            => Protect.

            => Run Away! Run Away!

            => Undercover. I can't tell you for security reasons.

        Each mission will consist of one or more of the above tasks string
        together by the DUM/mission generation system.

        Promotion and awards depend on your sucess and the difficulty of the
        game (medium difficulty gives the fastest promotion whereas easy and
        hard games take forever). Promotions are also affected if you leave
        the armed forces.

        Every year (except during wars...) the player will be given the option
        to leave the armed forces. Doing so will allow the player to continue as
        normal but it does mean that if he/she joins the forces again then
        his/her rank may not increase as quickly as it would otherwise.

        If you are on a station which is taken over you stand a good chance of
        being killed. If the station breaks away from it's government you
        will have the option to leave and move to another post or to remain
        and 'defect' to the station command.

        Sometimes you will be posted to a capital ship rather than a station in
        which case the location of your base will be constantly changing. This
        will be accounted for by the navicomp.

        Players will be able to be put in charge of stations. This will mean
        that players can (but not must) have control of the day-to-day running
        of the station. It will also be possible for players to expand the
        station, especially ground based ones.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    6.1 The Races


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

    7.1 Technical

        Ok... heres the fun part. Explorer will be based around a small
        bootsrap loader which will start up the library code. All the
        functionality of Explorer, it's gfx routines and so on will be
        implemented via libraries. This means that it will be easy to produce
        different versions of the code. As things stand at the moment I am
        considering writing versions of the libraries for AGA and RTG. (as a
        combined AGA/RTG lib is too slow on AGA and clumbersome on RTG)
        However, because of the structure of the libraries it should be
        possible for 3rd parties to develop ECS routines.

        7.1.1 The engines.

              The 3D engine will be a lightsourced, shaded, texturemapped
              engine which will include variable lighting, transparency and fog
              effects (you waon't believe how easy fog is once you get your
              head around it). The user will be able to select the detail
              levels, rendering method (plain polygon up to full rendering)
              and rejection systems (I will be using a painter algorithm which
              automatically adjusts itself, thanks to some tricky queue code,
              to keep the speed up at the expense of detail, this can be turned
              off if you don't mind slowdown in complex views.) I will,
              probably, be using Kalms CPU3BLIT1 c2p routine in the AGA version
              for best performance.

              The other graphics engines will render onto a normal intuition
              screen (minus titlebar and gadget of course) for maximum OS
              compatability.

              Input devices are interpreted by control modules which watch the
              ports and produce signals which the user can configure in the
              game controls editors. Each ships will have it's own actions and
              movement definitions which can be triggered by user defined keys.

        7.1.2 The modules.

              Each one of the control modules will monitor a certain port. The
              modules are specifically written to take certain port states and
              produce defined results. These results ae fed into the control
              interpreter which maps module outputs to control states using
              user defined settings.

References:

    1.1A Beyond Top Secret, Timothy Good (Sidgwick & Jackson) Page: 540

    1.3A Branney and Girvin, 'Hyperspatial Dynamics' Foreman Press #2189.4354

    1.4A New Scientist, issue 2022 'Planes, trains and wormholes'
    1.4B New Scientist, issue 4324 'Fly me to the stars'
    1.4C Jackson and Moss, 'Theories of interstellar travel', Blackson
    1.4D Maclean, 'Harnessing Quantum Gravity', Lewis Associates, June 2134
    1.4E "Hyperspace, jumppoints and related matter" translated from Higher
         Mogensen.




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