DuPont 22 Refrigerant - GP Archive - Comfortably Numb

News from the "Galactic Post" and "The Space Merchant Reporter" and "News Control"
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seldum
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DuPont 22 Refrigerant - GP Archive - Comfortably Numb

Post by seldum »

Merchants Take Warning!


Thevian Headquarters released a Public Service Announcement earlier today, sanctioned via their Intra-Regional Embassy stationed in the Omar Galaxy:

Whereas conditions mandate a recurring danger to our galactic traders and their comrades such that it makes bargaining a risky and perilous action such that several notable merchants have met untimely deaths and others costly ship repairs and wherein normal market commerce has been disturbed costing the Thevian Government countless millions generated by cyclical searches carried out by its Federal Authorities,

Let it be decreed that all unlawful perpetrators will be labeled criminals and hunted to the fullest extent. In particular, whereas members of the Armory have made efforts to single out Thevian merchants, the Government is prepared to offer significant stipends and bounty payments for the destruction of said vehicles.

Whereby the President and Council have ratified the above stated notion and whereupon payments have been allocated by the Thevian Treasury, let it be written that pirates and hunters will not be tolerated within government jurisdictions. While it notes merchants are cautioned to avoid intergalactic travel and has stepped up police activities to protect federal merchants, it is reluctant to warrant the actions of such perpetrators as anything but criminal, intolerable, and blasphemous. Bounty hunters are encouraged to report to the Mercenary Division of the Royal Magistrate for further instruction.
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seldum
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Post by seldum »

Tip of the Week


Today I am going to teach you a fast and easy trick that could save you from loosing 50k exp and a pod the next time trading.

When trading there are many different techniques people use to get away form hunters. The trick I am going to teach you today is called the Scout and Mine Trick. This trick is used to notify the trader that the hunter is coming for them, but at the same time, slow the hunter down.

For this trick you are going to need both scouts and mines that can be bought at a local combat accessory. To begin this trick you want to go out to your route and then once there, drop a single mine and scout on both ports. What this will do is when an enemy comes into the sector, the mine and scout will both attack on the enemy vessel which then would lead into an extra screen the enemy has to load but also a ping to the trader notifying you that he is in the sector. If your route is well known it is also a good idea to place single mines along the path in between your ports.

After trading your route you then want to make sure you pick up your mines and scouts. The purpose of doing this is that you will save turns in the long run since its turn costly to go to the Combat Accessory Shop but also it will keep your route in secret. Keeping your route secret will make it that much harder for the hunters.

In my opinion, this is one of the best trading tips a trader can use. It is used by several elite traders and very successful in real game play. Remember as long as you are gaining experience you are doing great!



KBG Mystery


{KBG} is something that suddenly appeared out of the green...what does it mean? What does it stand for? No one seems to know, and few have the courage to ask those who carry the tag. This reporter took a few drinks, grabbed a Holy Hand Nuke and approached one of the members, Baalzamon, to find out just what this means.

"{KBG} is a vow. Pythian and Ruckess took the name of their alliance from the 1x (Kickin' Big Guns) to make it. Its basically saying that those of us with the tag won't be hostile twords eachother, no matter our current alliance. We have an off-site message board as well, its pretty sweet. If anyone's interested, message someone with {KBG} for the URL."

So there you have it, its peaceful, its not the signs of a merge between Galway Pwnage and Gaunts Ghosts, its not the end of the galaxy, its the next Illusion....Or so it seem's they're trying for. But will the {KBG} Really pull it off? Or will it just be a bunch of n00bs with weird names? Only time will tell.
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seldum
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Post by seldum »

A Look at the Past


This article was written almost four years ago to the date. The article is from the end of the game Mililways. The article can be found in the archives at http://smrcnn.smrealms.de/viewtopic.php?t=3859

Crusaders Keep the Fight Alive in Ursa Major

Following the overwhelming invasion of Ursa Major, in which Death Control made good on its promise of complete control, the Crusaders have yet again made Ursa Major their battleground. Summoning up what witnesses say was a fleet of at least 15 warships, which included some pilots drawn from a variety of other alliances, notably the Shadow Guild, Ultra Blue, and the Flying Hellfish, the Crusaders forced their way back into the war-torn galaxy and seized one of the planets. Traders in Centarus reported the large fleet gathered at the warp leading to the Bombs Over Baghdad galaxy in sector 2816. They then systematically moved into Bombs Over Baghdad to clear the heavy minefields that Death Control had set up at the entrance to Ursa Major and converged over the planet at 3150. A short time later after six Crusaders ships fell to the planet's turrets, the world was under Crusaders control. Death Control ships patrolling the area were able to destroy a few Crusaders ships, and one DC ship was reported lost.

Two night later, more Crusaders ships appeared in Ursa Major. This time, their target was reportedly the planet located in sector 3151. Eleven Crusaders ships fired a number of times at the planet's defenses, and three Crusaders ships were destroyed by the planetary defenses. But the Crusaders were unable to penetrate it's defenses before Death Control ships started restocking the planet's shields. A force of Death Control defenders arrived, but were outnumbered by the Crusaders fleet. The Crusaders made several attempts to lure the Death Control fleet out into the open but the DC defenders held back.

After taking two more shots at the planet's shields, it appeared that the Crusaders called off the attack. Their fleet had split up as they were preparing to leave the area when in a sudden swift turnaround, the Death Control defenders struck. In three different sectors, the Death Control fleet was able to destroy all of the invading Crusaders ships.

In light of the failed peace treaty between these two alliances, and now this podfest, this could only mean one thing: the violence which has torn this little corner of the Milliways galaxy apart for months is far from being over.
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