Global actions *************** .revision 02 description of global extra actions which can be done in space around and around in space. 0) Insurance ************ Space is dangerous out there , so you may insure yourself at many companies.They prices and services differ, in general there are few basic services : - basic service = basic ship , when you manage to survive battle or other hostile event and manage to reach insurance company (i.c.) alive you'll get ship which you've selected before (better ships/upgrades = more money for insurance) - it's good to buy some kind of escape capsule with this type of insurance - life support service : when you're in deep trouble you can use Special Comm missile which you get with this type of insurance - this missile will jump thru hyperspace into insurance company base and one of agents will jump back to serve you = in ideal condition. - missile may misjump (TROUBLE!) , agent may misjump (little delay) - agent may not be so strong or fast enough to save your ship, but he will try to take you in escape capsule at least, anyway : without ship : agent will take you to i.c. base , otherwise he will tell you that your insurance report is updated (=credits down,insurance broken and etc...) - paranoia support service : this is costly , but even when you die/lose you ship/some will shot at you i.c. guarantee to apply 10 (or more) times resources given to i.c. to spend for killing your foes. (imagine that you've given i.c. million = your foe will surely die, cause 10 millions is enough money to hire whole fleet) - most of i.cs. won't shoot after police forces , most armies , but they will still take your capsule. for such services seek out for some Underground Insurance company ("Insurace for Everything for Everyone against Everyone with Everything") - insurance is your "life" ticket in space, so think about it 1) Transport ship hiring ************************ when you've got cash or cannon or just don't want to travel in big transport ship you may hire them, BUT :::: they will take amount of income of travel, such transport ships are very weak,slow and unguarded may be destoryed even before they jump into hyperspace !!!! - useful when you need something FAST (good trade companies - EXPENSIVE), for example you need oxygen for your colony = you don't have much choice 2) Credit loan ************** Some banks are offering loans , options differ 1 from another, but : usually you need a little money upstart (as transaction fuse / cost) , you will need MORE money to return than you've borrowed (rates are not friendly) - 10% rate is history ! , when you don't return credits within LIMIT , bank would not like it , ----> first action : credit penalty (incremented by time), ----> second action : bank will send their agent to get credits from your corpse !!!! 3) Ship parking *************** You may buy more than 1 ship , but one can control only 1 of these in real time, of course you can use second ship for your wingman but sometime you just have this stored down for some reason. Most systems offer parking capacities and there is usually some system where is dedicated parking orbital base. Prize depends on time, ship's size and location. It's good to choose system guarded by some kind of police, so your ship will be there when you return (and nothing will be missing from such ship). - in such systems, you can also insure your ship for parking. (ship will come to no harm and loss). basic parking fee starts at about $1000 a year for a single-seater fighter. , medium trading ship (about 300 tonnes) in medium guarded location will cost about $5000-$10000 a year. Note : when you own colony , the shortest ship storage term is one month, shorter period is treated as cargo loading/trading so ship will pay only daystay tax (usually few credits in basic level). 4) DayStay tax ************** - one of the most basic taxes in space applied when ship land in dock of any colony , bigger colonies have usually bigger. - you can choose to auto. ,pay higher level tax for larger services. service items: - dock for a day - cheap - usually few credits , depend on size of ship - pack of breatheable air (for 1 person for 1 week) - almost free - usually about 0.05 credit , and on colonies when oxygen is rare at the moment, they won't give you any ! - so nearly every ship have large oxygen reserve for crew, because running out of oxygen is bad. (some ships have protection system : when pressure of ox. is low, it will hybernate you and then hyperjump or auto-pilot to nearest system, when it will buy oxygen and revitalize crew. - more : Life function guardian system - about 1020 cc per person.) - food and water pack (for 1 person for 1 week) - cheap , but depend on colony status - from 0.1 to 2 credits (usually) - energy pack ( 1000 energy units ) - about 1 credit - newspaper updates - depend on subscription & local offer - from 1 credit to 10-20 maximally (some scientific magazines are really expensive) - automatic equipment service (refuel ship,replenish comm missiles,etc.) about 10-50 credits + material cost - security guard - on dangerous systems - about 10-50 credits so landing can be actually "nearly expensive" when you land with some gian ship like Asteroid Cruiser X = - dock : 16 to 64 cc (comso credits :-) ) - oxygen full supply (for 1 year * 20 people) : 48 credits - food and water full supply (for 6 months * 20 people) : 48 to 960 cc - energy packs full supply (400 packs) : 400 cc - newspapers : 1-20 cc - automatic eq. service : 10-50 cc - security guard : 10-50 cc = total :::: 533 to 1592 cc (but this is large and exploration ship and these suppplies are enough for half a yeat at least !) FUEL is not cheap too , so these large chips take lot of fuel reprocessor gadgets and even fuel collector (for emergency cases), one of the most basic fuel type is common hydrogen fuel , 10 cc per tonne . (quality is bad, so consumption is large = large ship , 10 LY jump about 40-60 tonnes ! , with hi-grade fuel : about 10-20 tonnes !) but note : hi-grade hydrogen fuel (scitech-army class II.c) = +- 40 cc per tonne polymer hi-grade fuel (science-progress class I.a) = +- 100 cc per tonne hi-grade radioactive fuel (dust-particles-clean class I.b) = 55 cc per t. alternative hi-grade fuel (mixed from alpha-ionized particles) = 30 cc per t. - note : some ships may burn use internal energy as a fuel, but consumption is great and effectivity is moderate , jumping is not always possible with "energy" fuel . - use only in case of emergency 5) Dock/station exploration *************************** - I want to let player roam freely around station [you will not see it from cockpit but from your eye] so you can meet various people there , pickup some quests , buy drink , talk with leaders of community, cause troubles, find some illegal goods trader , visit planet's buildings like scientific labs, banks, trade companies and stuff. and most important : you must know you've landed in living station, not just stockmarket dock ! there are living people in there ! but not all of them likes strangers (and not even greedy ones) . - generally you don't need to roam about to perfrom any action, because this can be slow routine, which will bore players after time, but it's more fun than just clicking controls from your cockpit , no ? - it's good to wear spacesuit or another kind of protective suit within some stations , because they can be infected with diseases, radiation or even absence of oxygen - stations usually don't let strangers go to the surface or private sections , but sometimes there are hidden corridors or another ways to get key/pass.