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3.1 Story (Updated!)

In a distant, vast region of space reside the remains of a Galaxy of great wealth and resources. The civilization known as the Damar was peaceful in nature and occupied this distant region of space until one day an outsider appeared. The Damar did not feel that this one outsider was a threat and welcomed him. But after he left another and another soon arrived. Within time the civilization was began to faded away to a virus so vial that the Damar soon joined the ranks of the carrier pigeon on earth and became no more. The virus was war, desire, and greed.

The newcomers brought this virus just as history records other viruses brought to new worlds by the newcomers. Along with this was the desire and want of more wealth and land and with that desire warlords took the place of calm and peace.

Now factions exist in this Galaxy that once was of peace, now is a universe of chaos and greed. Single renegades cannot exist without help. To survive one must become a warrior and warriors must group together; to fight for a piece of space, a piece of wealth.

Preamble:

You are entering the vast region of FreeRaider. Your mission is to join and conduct operations to support your faction. Factions are developed through many ways, time, desires, and personalities. Ultimately, you cannot survive on your own for long as frustration will set in. You can gain a place in history for points, wealth, as well as gain enough wealth to form your own faction by buying a force or group. Ultimately, it is every faction’s responsibility to form united fronts that are key to nation building as well as planet ownership. Failing to do this could lead to your eventual destruction, though pirates have been known to survive many years before they are brought to trial.

When you enter the game you are asked to provide access authorization. After passing through customs you then begin a process of decision making that will enable you to conduct business or effect operations (See Element Structure). It is up to you to manage your character, ships, and wealth however you see fit. From time to time Galactic Councils may determine the need to promote, levy taxation bonuses to individuals.

FreeRaider exists in a galactic realm of four areas of interest. The Entry or Main Central Region (Phase 1) is where the user may conduct business, train in combat skills, chat, and enhance flying skills (gaining points) to other universes. The Central Universe is the Galactic fight of domination, where factions, squadrons, and clans exist in constant turmoil and space stations and carriers are owned by corporate funding hoping that supply trains are established for wealth rather than property or land. The Mission Universe (Phase II) is where squadrons and clans may coordinate massive battles utilizing star maps, preplanned missions, and chat room briefings. Squadrons may purchase carriers and ships and clans may purchase space stations, individuals may begin to trade point for wealth and purchase ships to store in clan space stations. The Worlds and Planets (Phase III) is where unexplored planets may be explored, mined, and occupied and where worlds may be purchased (no Ebay action authorized) or conquered. Planets may be of a level to allow building of economies by utilizing mining camps or factories to produce ore, minerals, or equipment. Planets can be inhabited and based on the survivability index of the planet, you can exist without a ship or space suit to keep you alive. Hazards exist though as weather and faction dominance exists after the base level is established at a yet determined level. Prior to this level, no other player, squadron, or clan can enter your camp without prior approval (See Establishment of Treaties).

Economy and Levels:

Renegade – Must choose the character they wish to be. Has the ability to become a member of a world. May be independent, select a ship, earn victories, mine and earn wealth, and can become a member of Squadron. A Renegade may wish to visit communities as well as different worlds.

Warriors may own structures. They may trade and exchange wealth for structures.

Traders cannot own structures but can earn enough points to buy freighters. Doing so can earn them an abundance of wealth to allow them the ability to (purchase a space station??) Let’s think about this?

If there is a building that is unoccupied and a Squadron owns it, then the Squadron may sell it to another Warrior for Denar.

A Trader may travel to other worlds and conduct business. One Squadron having an over abundance of one item or extra vehicles, may transport them to other worlds for Denar or other goods buy utilizing the trader. Making a deal is easy via the radio chat room, but the transfer must be done by either carrying it to the purchaser, by the purchaser going to get the purchase, or buy paying a cargo fee for the trader to take your goods to a delivery point. So making enemy’s woth traders may not be a good thing for you.

Squadrons - can own land, structures, defenses, and planets.

Squadrons can build facilities; building facilities earn production of ship fuel, ships, and supplies.

Once a Squadron reaches 6 members (maximum of 24) there is an automatic transfer of 2,000 denar to the Squadrons fund from the Galaxy Treasury. Squadron points are tallied by the total point of all members (Total Victory Points - Total of Fighter and Bomber Scores). See conversion rates for points to Denar.

Squadrons can attack planets, destroy structures and facilities.

Sub-Commanders/Leaders have limited powers based on the level they have authority on.

May accept members, may program factories, may deploy defensive units.

Commanders may convert points to Denar for Squadron Funds. Members may contribute to the Squadron with a transfer of funds. Commanders or their designated representative may programs factories that develop and build war machines, space vehicles, and rovers.

Leaders can conquer planets.

Conversion Rates (Ver. 1.0)

1 point = 1 penar

10 penars = 1 denar

100 points = 10 denar

There is an ATM located at various locations throughout the world community. Every space station and Flagship has an ATM on board.

Planets:

There are different levels of planets here. Levels 1 through 5 are not survivable.

6 - Can support colonies up to 10 players (mining colonies)

7 - Can support colonies and bases up to 48 players

8 - Can support Colonies and Squadrons up to 34 players and 1 squadron. This is the lowest level that can support factories.

9 – Can support Colonies, Squadrons, and Zone or Regional Headquarters (up to 72 players)

A Class 9 planet can accommodate up to 2 squadrons and 1 Headquarters. (48 Players)

B Class 9 planet can accommodate up to 2 squadrons and 1 Headquarters (72 Players)

C Class 9 planet can accommodate up to 2 squadrons and a Galactic Command Headquarters (58) Note: This class cannot be conquered and must remain intact. Leaders may change through government sponsored elections (or buy force).


02/28/2004 Staruk

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