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- Gemini Sector:An Overview
-
- Quadrants:
- ----------
-
- Clarke:
- Clarke is a fortrest, the heart of the millitary enterchment begun 30
- years ago. Today, the seat of all Gemini's navel forces, Perry Navel
- Base, is in clarke. This is the front line, dotted with jump points
- into Kilrathi territory. In this area, ships must contantly be ready
- to engage in border skirmishes. However, because of our strengths,
- there has not been a full scale battle in Gemini for 11 years. The
- whole sector owes its existence to the strength of our navel forces,
- forces that have blossomed under Admiral Terrell's capable leadership.
-
- Fariss:
- Asteroids. That one word sums up any traveler's experience of Fariss.
- Here are more mining bases than in the surrounding five sectors. There
- are agricultral planets and refineries, to be sure, but the most
- prevalent industy is the extraction of minerals from the many large
- asteroids the clutter Fariss' attactive vistas.
-
- Humboldt:
- Humboldt is the sparsest of the quadrants. The central hub of Humboldt
- is Junction, a system with three habitable planets and six jump points.
- The quadrant is limited in natural resources, but Junction earns its
- name as one of the most essential nodes in Gemini's web of jump-ways.
- Aside from Juction, Humboldt offers few mining and refining opportunities
- and a lot of empty space.
-
- Potter:
- Potter is the heart of what little civilization Gemini has. The
- capital, New Constantinople, is located here, as are many other large
- poulation centers. The most important of these, New Detroit, is renowned
- for the wealth of work and opportunity to be had there, not to mention
- the high quality of acohol imported from Centauri and Ceti Prime. Potter
- is the only quadrant that has more than ane Pleasure Planet, built
- entirely an rabid consumerism and providing R&R for the military types
- Reports of Kilrathi and pirate attacks in Potter have dropped to the
- lowest rate of any border sector.
-
-
-
- Base Types:
- -----------
-
- Agricultural:
-
- Geranl Notes: These are planets whose primary industry is farming. They are
- usually large, with a high land-to ocean ratio. Terraforming is
- in progress on most of these worlds, but domed cities are still
- the rule. Life here is a lot of work, and Gemini is trying to
- encourage colonist to have more children and settle down.
-
- Trading Tips: Furs,lumber,pets,grain and foodstuffs are available here. They
- have a great need for more equipment and workes, as well as
- housing for their growing population.
-
- Mining:
- General Notes: Mining bases are affixed to and carved into a large astroids.
- This means that flying through an astroid field is usually
- mandatory for getting there. Mines are most prevalent in Fariss
- Quadrant, though they are also found, less frequently, throughout
- the sector. The bars are generally Spartan and all drinks have
- been improted(and are therfore expensive).
-
- Trading Tips: Mining bases need food. They have plenty of minerals and not
- much interest in luxury goods. Mining bases also seek ways to
- distract their lonely workers. Issues of Playthings, games or
- other entertainment are high in demand.
-
- Pirate:
- General Notes: With the population boom has come a piracy boom. At times, entire
- bases have been taken over. These hostile takeovers have been
- mostly limited to the Fariss Quadrant and, therefore, to
- backwater mining bases, especially those left abandoned due to
- depleted resources. Pirate bases are a hazrard to aboveboard
- shippers and a boom to unscrupulous dealers in illict goods.
- Due to the Nature of this type of base, no Guild offices are
- ever available here.
-
- Trading Tips: While I would rather say that it is not possiable to trade
- with pirates, that is not the case. These bases need food and
- trade in weapons. They deal in drugs such as Brilliance, and
- contuine to trade slaves as if we were living in the 23rd
- century. Please note that persons known to attack merchants and
- trade in contraband are considerd saboteurs of the war effort
- and are attacked on sight by Confederation forces.
-
- Pleasure:
- General Notes: Pleasures planets are the result of high demand, a sudden
- population explosion and a few lucky prospectors coming into
- too much wealth too soon in their lives. These are places of
- hedonistic games, a tromp l'oeil of culure. They are also
- important pressure valvels during these tense times.
-
- Trading Tips: Pleasure planets are hotbeds of consumerism. The population is
- interested in buying drugs, art, furs, games and anything fun
- or exciting. unfortunately, they produce little besides movies.
-
- Refinery:
- General Notes: Refineries are platform-based space stations whose primary
- purpose is to turn the natural resources of Gemini's astroids
- and planets into advanced fuels, durable goods, etc. They are
- a major employer of skilled labor and found throughout all four
- Quadrants.
-
- Trading Tips: Like mining bases, refirinies have a great need for food and
- entertainment. They also need natural resources shipped in for
- processing.
-
- New Constantinople:
- General Notes: New Constatinople is the capital of Gemini Sector. It is
- a major population center, with repesentatives of every major
- industry. It is located in central Potter and recieves fairly
- heavy traffic. Confederation and militia patrols have a high
- chance of being around the base to protect it and to police
- the merchants, preventing the movement of contraband on or
- off the base.
-
- Trading Tips: Almost all art to be found in the area is produced here. New
- Constantinople is the hub of all political and cultural events.
- Due to its importance, people come from all over to buy and sell
- nearly everything. It is a good place to do business.
-
- New Detroit:
- General Notes: New Detroit is one of the most fascinating of Gemini's urban
- centers. It is our industrial heart and it beats with rhythms
- of heavy machinery. Even from orbit, the prevasive gray of
- buildings and smog are visible. Before there were refineries
- in Gemini's space, there was New Detroit. For three decades
- the central metropolis has been expanding to cover the planets
- enormous land masses. Its bars and other businesses sit at the
- bottom of skycrapers like little hunched prophets at the
- bottom of Hardrian's Gorge. Definitely a place to visit and
- even better place to do business.
-
- Trading Tips: Competition is stiff here. There is a glut of manufactured goods
- If its man-made, you bet new Detroit's got it. They need natural
- resources and are willing to pay the price to get them. New
- Detroits mixture og highbrow and sleze industry means that
- there's a nook, out of the incessant drizzle, for any goods you
- wish to buy or sell.
-
- Oxford:
- General Notes: The interllectual seat of the sector, Oxford is a university
- planet, well known for its research facilities. It has been
- built out to resemble Old Earth, specifically the old English
- college town. This makes the place fantastic draw for tourism.
- It is located far from the front in Potter Quadrant and was one
- of the first planets terrafromed in Gemini. Its library is
- renowned beyond Gemini's horizons, drawing scholars from
- distant suns to vist its hardwood halls and well-tented
- quadrangles.
-
- Trading Tips: They will definitely sell books and other interllectual
- properities. Aside from that they have the same trading needs
- as any heavily populated agricultural planet.
-
- Perry:
- General Notes: Perry, the military center of Gemini, is located in Clarke, not
- far from the Kilrathi border. Many military patrols originate
- here and you have a high chance of encountering these forces.
- Admiral Terrell runs his corner of the war from here. Perry
- is a model of efficiency and does a lively business in all
- indutries. It is a fine example of strebase architecture
- as well.
-
- Trading Tips: As the core of all local militray operation, many suply lines
- come into Perry. They need food, medical supplies and the like.
- They sell lots of out-of-date weapnry here--A good chance for a
- gun-runner. With so many merchants coming here, ther is always a
- chance to pick up whatever you're looking to buy.
-
- Commonly Available Ships:
- -------------------------
-
- Tarsus(The one you start with): The mainstry of Explortaory Services fleet
- a few years ago, these steady craft are prevents a familiar
- part of private enterprise. The Tarsus has been discontinued
- We list it here because of its popularity and general
- availailability in the used markets.
-
- Cockpit:Low visibility, prevents over the shoulder view. Offers one MFD along
- with standard radar and armor displays.
-
- Speed/Maneuverability: Sluggish in turns and rolls. Can upgrade to level 1
- engine.
-
- Ordnance/Protection: No slots for turrents. Supports only level 1 shields
- upgrade. Two gun racks and two weapon or tractor beam
- racks.
-
- Overall Performace Rating:B in peace time/D in wartime.
-
- Class Merchant Scout
- Max Velocity 300 kps
- Afterburner Velociy 600 kps
- Acceleration Average
- Max YPR Average
- Weapons Mass Drivers(2) DF Missiles(3)
- Cargo Hold 100 units(150 with Cargo expansion)
- Armor
- Sides 8 cm equive. each
- Fore 10 cm
- Aft 10 cm(thick)
-
- Centurion(The one on the left in the Ships Dealers place): Ment to be use to
- kill people not to carry stuff.
-
- Cockpit: High visibility/dome cockpit. One MFD with standard radar and armor
- displays.
-
- Speed/Maneuverability: Offers clean tight flight dynamics. Supports upgrade
- through Level 3.
-
- Ordnace/Protection: Rear turrent(optional)/Supports Level 3 shield upgrades.
- Slots for four guns and three weapons/tractor beams.
-
- Overall Performance Rating: For mercenary/"A" but for cargo/"D"
-
- Class Bounty Hunter Heavy Fighter
- Max Velocity 500 kps
- Afterbuners 1000 kps
- Acceleration Excellent
- Max YPR(Yaw,roll,Pitch) Good
- Weapons Mass Drivers(2) Tachyon Cannon(1)
- Partical Cannon(2) FF Missiels(2)
- IR Missiles(2) Tractor Beams(1)
- Turrened Mass Drivers(2)
- Cargo Hold 50 units(75 with cargo expansion)
- Armor
- Sides 15 cm
- Fore 20 cm
- Aft 15 cm
-
-
- Galaxy(The ship on the Right): Good cargo ship
-
- Cockpit: Large Roomy,decent visibility,Dual MFD's all displays placed for ease
- of use.
-
- Speed/Maneuverablility: Supporst up to a Level 3 engine upgrade. Extremely
- Maneuverable.
-
- Ordnace.Protection: Supports top and bottom Turrents/Level 3 Shields/Without
- turrents only two guns and two weapons or tractor beams.
-
- Overall Rating: "A",Trigger happy pilots are disspapointed in the moderate top
- speed.
-
- Class Merchant Ship
- Max Velocity 300 kps
- Afterbuners 700 kps
- Acceleration Average
- Max YPR Average
- Weapons Mass Drivers(2) DF Missiles(3)
- HS Missiles(2) Turreted Mass Divers(4)
- Cargo Hold 150 unit(225 with Cargo expasion)
- Armor
- Sides 17.5 cm
- Fore 25 cm
- Aft 20 cm
-
- Orion(The ship at the bottom): Safest of all ships/ caries most aromor and
- shields of all ships listed.
-
- Cockpit: Low visiablity/Dual MFD's.
-
- Speed/Maneuverablity: Supports level 5 engine. Hard to pull tight turns.
-
- Ordnance/Protection: Rear turrent/two guns ane weapon/tractor beam. Supports
- Level 5 engine no reason not to blow the 800000 and the
- Big gun This can handle it with the level 5 engine. Support
- Level 5 shields.
-
- Overall Rating:"B" but with enought money you can get a High "A" ship.
-
- Class Mercenary Gunship
- Max Velocity 350 kps
- Afterbuners 800 kps
- Acceleration Average
- Max YPR Poor
- Weapons Mass Drivers(2) HS Missiles(3)
- Turrented Lasers(2)
- Cargo Hold 50 units(75 with cargo expasion)
- Armor
- Sides 35 cm
- Fore 48 cm
- aft 50 cm
-
- This is all the ships listed to buy, maybe you can buy others in the game.
-
-
-
-
- Customizing Your Ship
- ---------------------
-
- Afterbuner: Needed to do burst speed increases and faster speeds.
-
- Armor: Two types to protect ship.
-
- Plastell: Weaker of the two 10 cm thick, protect from the equivalient
- of four direct laser hits.
-
- Tungsten: Strongest 20 cm thick, can stop up to two torpedoes.
-
- Cargo Expaision:Expands cargo hold.
-
- EMC Packages: Prevents missiles locks three levels 1.25% chance of no lock
- each upgrad ups the % 25%.
-
- Engine Upgrade: Five upgrades. Powers guns and shields. Recomended to have
- at least 1 upgrade higer of engine that shields.
-
- Jump Drive: Lets you jump inbetween systems. (A must have to make the big Bucks)
-
- Nav Maps: Maps of all Quadrants. Five maps one of each quadrant and one of the
- Gemini sector.(Save to buy the Gemini Secotor map it has all four
- quadrants maps and is 3000 credits less)
-
- Repair Droid: Repairs damgae in Flight.
-
- Scanners: Scans for ships three types
-
- Iris Basic radar
- * Mk I 5% chance per second of identifying target
- * Mk II Target lock and 15% chance.
- * Mk III Target lock ITTS(Shows when to fire weapon) 25% chance.
-
- Hunter A W Friend or Foe color-coded radar
- * 6 5% chance.
- * 6i Target lock 15% chance.
- * Infinity Target Lock ITTS. 35% chance
-
- B & S Fully color-coded radar(Tells you if a ship is a pirate/militia/
- Merchant/etc.)
- * Tripwire 15% chance
- * E.Y.E Target lock 25% chance.
- * Omni Target lock 35% chance.
-
- Shields Generators: Generates Shields.
-
- Tractor Beams: Beam that pulls thing in from space.
-
- Turrets: Add on guns to Ships that can handle them.
-
-
- Weapons
- -------
-
- * Laser Velocity 1400 kps
- Refire delay 0.3 seconds
- Energy use 4 Gj
- Armor penertration 1.8 cm
-
- * Mass Driver Velicity 1100 kps
- Refire Delay 0.6 sec.
- Energy 6 Gj
- Armor 2.6 cm
-
- * Meson Blaster Velocity 1300 kps
- Refire 0.4 sec.
- Energy 8 Gj
- Aromor 3.2 cm
-
- * Neutron Gun Velocity 900 kps
- Refire 0.65 sec.
- Energy 18 Gj
- Armor 6.2 cm
-
- * Partical Cannon Velocity 1000 kps
- Refire 0.6 sec.
- Energy 11 Gj
- Aromr 4.3 cm
-
- * Tachyon Cannon Velocity 1250 kps
- Refire 0.4 sec.
- Energy 8 Gj
- Armor 5.0 cm
-
- * Ionic Puls Cannon Velocity 1200 kps
- Refire 0.7 sec.
- Energy 15 Gj
- Armor 5.4 cm
-
- * Plasma Gun Velocity 840 kps
- Refire 0.8 sec.
- Energy 22 Gj
- Armor 7.2 cm
-
- Missile Lancher: Lanches Missiles
-
- Missiles:
- * Dumb Fire(DF)
- Lock None(Fires Straight)
- Speed 100 kps
- Armor penetration 13 cm
-
- * Heat Seacker(HS)
- Lock Lock onto engines of target; Most
- effective if behind target.
- Speed 800 kps
- Armor 16 cm
-
- * Image Recognition(IR)
- Lock Locks onto shape of ship; effetive
- from any angle.
- Speed 850 kps
- Armor 17 cm
-
- * Friend or Foe(FF)
- Lock Locks on nearest hostial ship(or
- nearest ship not transmming friendly
- signal)
- Speed 900 kps
- Armor 17 cm
-
- Torpedo Lancher: Lanches Torpedos
-
- * Proton Torpedos
- Speed 1200 kps
- Armor 20 cm
-
-
-
- Well that all that Came in the players guild except the story and some pictures
- of the ships and the other thing encountared in the game. Hope this helps you
- do better in the game. Sorry for any mispelled word I did it very fast so I
- could get back to playing the game.
-
- Ablepharous
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