Sunday, August 25, 2013

TMSMR Strategy September 2003

The following is the Strategy Document written up by this writer as leader of the House Forsaken-affiliated Trex Mercenaries of Space Merchant Realms in September, 2003:

In previous rounds of SMR and its forerunner, Space Merchant, planets were at the core of most decent alliances’s strategy. Planets provided a measure of security for members and a base for operations. However, it was always difficult to build up and maintain them since most players considered it dull and boring , not to mention an activity that did little to boost their exp. As a result, only a few committed alliance members worked on the planets.

There have been a number of changes in SMR since the last round that make it very difficult, if not impossible, to build up and maintain planets. These include: no ports in planetary galaxies and no bank interest. There is also the matter of players not being able to plot course and/or use the jump drive any further than bordering galaxies. Trading is far less profitable now than previously. Also, the fact that most galaxies don’t have planets only makes it easier for the mad dog killer outfits to suppress planetary construction through regular raiding. The failure of racial councils to make peace only serves to close them off and makes it harder for traders to avoid the hunters. Likewise, the provision for planetary bonds only serves to increase the insecurity of the planets since there will be more folks aiming at harrying planetary builders in the hopes of hitting the jackpot.

What this means is that we have to do things differently this round than we would have done in previous rounds. Setting up and maintaining sizable minefields are out of the question due to the lack of money brought on in large measure to the lack of bank interest. Since planets are more or less out of the question, we need to use the Fed zones to our advantage. For individual members this means saving up turns to 300+ if you have either a well armed trader or a warbird. Stay within the offensive rating limitations of the Fed zones, arm yourself when you start playing and then sell weaps before logging off.

Counter-hunting is a tactic that alliance members need to use. This means killing all scouts that you find and also figuring out as many trade routes as you can so that if scouts appear on one route, you can switch to another. Avoiding ports that trade in Comps and Lux Items are a good way of avoiding predators altogether. For counter-hunting as an alliance, look down for the term, “combat sweeps.”

As an alliance as a whole, we need to have more folks on their IM’s and in the alliance IRC room whenever they are online, not just when they are in-game. We need to organize and execute some combat sweeps and planet busts. In order to facilitate concentration, alliance members, or at least those with decent fighting vessels, need to trade in the same racial galaxies which means trading up your relations with as many other races as you can.

The term “planet bust” should not require any explanation, although “combat sweep” probably does. A combat sweep is when some alliance members get on a shared communication forum such as an AIM chatroom or an IRC room. These members’s ships are concentrated in the same galaxy and they have scout drones out. Members report what their scouts pick up on them and then the pilots try hunt down/corner ships belonging to other alliances and destroy them. All members can participate in sweeps as long as they have scout drones and can send their information in even if their ships do not actively participate.

Combat sweeps can be a lot of fun and result in some pretty nice kills. However, they require advanced planning, solid committments from members to participate in them, and a target galaxy with a decent number of (at least 3) members’s ships in it. 300+ turns are needed for fighting ships to effectvely participate in them. Scout drones need to be deployed before the op starts and then withdrawn after it ends. It always has to be kept in mind that every sweep has the potential to be either fruitless and/or deadly for our side. Of course, the preferred victim of our sweeps would be the predators of the spaceways, but if they aren’t around, then peaceful traders would have to do.

Because of the importance of these operations, the alliance fund will pay for forces and also fighting ships used in them provided that the ship owner holds on to the forces and fighting ship for the next operation instead of going to a new ship. And please, nobody getting any Battlecruisers or other ships with zero or very little in the line of cargo holds. In order to make ourselves an effective force in the universe, it will be necessary to mount these operations on at least a halfway regular basis.

If we can mount these operations effectively, then we can make a name for ourselves as an alliance as well as individual players. It would also serve to give us something to do as oppose to just mindlessly go back and forth between the same ports. And, if we become feared, then there will be fewer bad persons who will want to mess with us either as a group or as individual players.

Saturday, August 24, 2013

Aaron Swartz was a Scumbag

Hacking is the same thing as breaking and entering one's home. As Declan McCullough wrote back in the late 1990's, there is no such thing as "hacktivism", only vandalism.

What gets me about this case is the way that his father has been acting. He talks as if MIT committed a great sin by alerting law enforcement to his son's crimes. 

He was recently the subject of an article in the Chicago Sun-Times as saying that MIT needed to apologize for its actions and to do what his son wanted them to do: make journal articles and academic journals free of charge. Given the fact that academic journals are pretty expensive to publish, if they were made free, pretty soon there would be no more academic journals around.

Aaron Swartz was a scumbag no different than kidnappers and other kinds of violent hoodlums.

Thursday, August 22, 2013

Posting Suspended

As of now, I have posted just about everything that I have been able to find about the near dead game Space Merchant Realms.  If I find anything new, such as a new SMR newsletter, I'll post it.  At some time before I do my SMR tribute webpage(s) I'll ask around to fill in some of the mysteries that I have encountered.

For now this is crector over and out.

Wednesday, August 21, 2013

SMR Newsletter #36

Dear Players,
Round 67: Galactic Boxing

We have decided since Round 66 was so much of a success that we will hold another draft round for Round 67. The two leaders who have been selected as draft leaders are as XDemonX and JettJackson. They will be the ones who will be choosing the teams for the next game. We welcome everyone to partake in the new draft round. The round will go live this weekend on Saturday or Sunday, August 17th or 18th with turns going live on Wednesday August 21st after the draft. The draft itself will occur at 9PM EDT on Tuesday, which is 21/8/2013 3:00:00 AM Server time. The draft will carry out in #smr and like last time, there will be a draft party on Team Speak, details pending before the draft.

The details of the draft map are in the link as follows here:

A few other details, the draft game speed will be 2x and with a cap of 650 turns. All weapons and ship shops will be found in both neutrals. There will be a change in route distribution this time around however, as we have noted that there was very limited hunting in the previous draft round. We have decided to lower the port density in the racial galaxies and raise the port density in the neutral and planet galaxies. What this does is improves the racial routes and makes building planetary routes a bit more difficult as you will need to bust more ports to achieve a strong planetary route. Planetary levels will remain the same from the previous round which were level 53.33 or 50/100/10 Generators/Hangers/Turrets.
Key Changes

Some new changes have also occurred recently or will be occurring before the start of the draft round.

Some of the changes that are already in place are as follows:

The number of turns you will gain/lose are now shown when viewing a ship.

Alliance leaders can now see on the roster whether players are banned and until when. Any alliance member can see which of their allies are currently online.

Alliance leaders and players without an alliance are now shown how much money is bonded on each planet and for how long.

Cargo jettisoning has been updated with the new base experience formula, so the exp gain/loss should match that for buying.

There is now an input which you can use to centre the galaxy map on a sector.
You can now store a list of sectors under plot course to easily plot to, along with labels and repositioning - thanks RonSilver!

Changed the shade of blue for the experience text, it should now be significantly easier to read.

Viewing scout messages (when collapsed) is now significantly faster.

A couple other changes that will be going into the game have to deal with weapon and ship changes and they are as follows:

The weapon changes can be found here
These are mostly just changes to prices in order to bring them in line with the strength of the weapon, so weaker weapons are cheaper and stronger ones are more expensive. Also the weaker weapons are also more cost-effective for their strength (but who cares about anything other than the strongest weapons anyway?!) The only change you are likely to care about is the PPL going from 34% to 35% accuracy to match the HHG and Nuke.

And the ship changes can be found here
These are much more interesting and I'm sure you'll have comments, feel free to message them to Page in-game/irc, or post on the webboard etc.

In summary:

Buffs:
Death Cruiser
Federal Ultimatum
Federal Discovery
Juggernaut
Assassin (cheaper)

All cloaked traders (mostly in speed):
Thief
Deal-Maker
Blockade Runner
Stellar Freighter

Changes:
Federal Warrant (cheaper but no mines)

Nerfs:
Border Cruiser (defense)
Rogue (defense)

Help Always Needed

Remember Space Merchant Realms is Open Source! SMR has been released under the GPLv3 licence: (https://github.com/smrealms/smr). We are also considering a bounty based system for all volunteer coders. Any questions concerning open source and related items should be directed to Page or RCK. We look forward to some new coders helping to improve SMR!

See you in game!

Thank you,

The SMR Administration Team

House Forsaken is Dead

In the early days of Solar Empre, June-October, 1999 House Forsaken was the mightiest clan in the game.  At least that is until the likes of the Evil Empire, TalkHouse & the Trex Mercenaries showed up.  Even then, HF's position was strong enough that in January 2000 SE creator/developer/operator Bryan Livingston awarded them their own SE game that was admined by HF members.  HF was also a multi-game outfit that also had strong clans in other major online games such as at Battle.net and in Everquest.

However, HF succumbed to hubris and became too big for its britches.  This happened in March, 2003 in the game of  TDZK that was created/developed/operated by HF members Jerle & Hotaru.  In that game 2 HF members, one of whom named Hyperion had played SE under the name of HY and who had originally  been a HF recruit in SE (and if a certain story is true played SE with HF back in late 1999 under the name of -=WindKull=-), were caught brazenly cheating.  In a related incident in the same month, Hyperion committed treason by destroying a HF planet (Planet OMGN).

Since HF prided itself as being a clan that claimed to have honor at the very core of its being and repeatedly used the idea that it was a honorable outfit in its recruiting that was firmly opposed to cheating, one have thought that the HF leadership would have come down hard on the cheaters.  Instead the opposite happened.  The leadership acted as if nothing bad happened and that, if anything, the real culprits were those who brought the cheating to the attention of the clan.  Additionally, the leadership failed to provide even the slightest discipline to Hyperion for his SE treason.

The end result of all this was the mass resignation of almost every member of the HF Browser-Based Gaming Realm (about half of the membership of ) and with that the single most active unit within HF ceased to exist.  From that point on, HF went into a state of decline and fall and after years of being little more than a glorified "forum clan" has ceased to exist.

Sunday, August 18, 2013

Lotus's SMR Gameworld


SMR Gameworld
- MainPage
- Screenshots
- Old Game Maps
Getting Started
- Current Sector
- Turns Explained
- SMR Glossary
- Game Icons
- SMC Tutorial
Basic Gameplay
- Moving
- Trading
- Fighting
- Ports
- Planets
- Protection
Strategy
- What to do First
- Trading
- Hunting
- Making Experience
- Making Money
- Lurking
- Mining
- Planet Building
- Planet Busting
- Port Raiding
- After You Die
Trader
- Trader Status
- Polotics & Relations
- Alignment
- Alliance
- Ship Management
Refrences
- Game Formulas
- Ship List
- Weapons List
- Shop List
- Level Requirements
- Ranking System
- Wep power Level's
- Ship Equipment
Other
- Game Terms
- SMC
- IRC/mIRC
- General Tips
Downloads
- SMC
- Cracked SMC
- MGU
- SMR Banker
- Excel Trade Calc
Helpful Links
BoB's SMR Tools
Crusaders Help Portal
Space Merchant Realms Live
Space Merchant Realms Beta
SMR Web Board
SMR Manual
Current Game: Fungal Infection
Start Date: 5/28/2006
End Date: 8/13/2006
Game Speed: 1.5
View Galaxy Map
Download FULL SMC Maps
Download FULL MGU Maps


Welcome to the SMR Offical GameWorld Site!
The SMR Gameworld is a collection of information about Space Merchant Realms, designed to help new and old players. It is a growing database of all things SMR past and present. It has many expainations and guidesabout many different aspects of the game, as well as detailed refrence sheets for all kinds of data. There are many Downloads available as well as game maps for both SPace Merchant Companion and Merchants Guide to the Universe. Up to date Game Forumlas with new updates as the happen. Any and all guides are the property of their creators, I try to give credit but if I forgot please just let me know and I will give all credit necessary to the creator.
If you are looking for something and cannot find it, or you have something you would like added to the SMR Gameworld, you can contact LotuS Ingame or in IRC Chat #smr.


This being said, Welcome to Gameworld, hope you enjoy your stay and find what your looking for. please Report Errors, or anything else to LotuS in IRC.

Internet Archive: B.O.B.'s SMR Tools

B.O.B.'s SMR Tools



Welcome to my SMR tools section!
I have recently recreated my Mining & Planet Building tools into a Windows Program
It is in its Beta Stages, and much more user-friendly than the web counterparts.
Please DOWNLOAD and TRY this new tool!
If you would like to use the online version of the above tool (not updated as frequently as the Windows Program) see below:Seeds Report
This script breaks down into 2 main sub scripts, with 2 minor sub scripts:
  • A report that displays what seeds your alliance members are missing
  • A report that displays how many seeds you have in each sector, and how many of each type of forces are in the sector
  • Visually Eye Pleasing/Readable
  • Output designed to be inputted into your OP-A bot

  • The seeds portion is designed to let your alliance members know where to seed.
    The sector portion is designed for your miners. This will allow them to look up a sector beforing going their to see if any seeds need to be filled.
    Planets Report
    This script is a simple report that gives you a summary of what each planet needs to be stocked in (shields/drones).
    There is always a couple of reference tools available:
    Ship List
    Tad bit more advanced than the ship list that you will find at SMRealms
    For instance, each ship row has a drop down menuthat displays what shops will sell the shop.
    Weapon List
    Tad bit more advanced than the ship list that you will find at SMRealms
    For instance, each weapon row has a drop down menuthat displays what shops will sell the shop.
    Shop List
    There current is no Shop list that you can find at SMRealms
     

    Classic MPOGD Forum Thread: Space Merchant Realms

    Ravenger
    ravenger Posted - 17 June 2002 16:25        
    --------------------------------------------------------------------------------
    Hey if all of you remember Space Merchant there is a
    new remake out now called Space Merchant Realms which
    is now fully functional. great game free~Rav  
    crector
    crector Posted - 17 June 2002 23:27      
    --------------------------------------------------------------------------------
    Actually, I'm in SMR right now. However, do my playing
    time in both SMR & TDZK, I don't have the time to
    report on it for MPOGD & probably won't until Friday.
    Currently, I'm ranked #39 out of 369 players & as for
    my alliance, its like this:

    TREX MERCENARIES (17)
    Roster / Message Board / Planets / Forces / Options /
    List Alliances / Politics 




    crector's message of the day


    Let's go explore the universe!


    Soldiers of Fortune for Fun and
    Profit............................. The Official Space
    Merchant Affiliate of HousE ForsakeN,
    http://www.clan-forsaken.com

    Alliance Name Total Experience Average Experience
    Number of Members 
    Trex Mercenaries 10250 854 12 


    Current Members

    Trader Name Race Experience 
    1* Petty Officer crector (37) Human 1702 
    2 Navigator Stryker (197) Salvene 1589 
    3 Navigator Unknown Soldier (207) Salvene 1544 
    4 Navigator Rumpus ChubbyKnucks (185) Human 1506 
    5 Navigator Mikeyp (117) Alskant 1358 
    6 Sophomore Recruit DracoLichB (212) Ik'Thorne 545 
    7 Sophomore Recruit Boblober (85) Creonti 530 
    8 Sophomore Recruit Boba Fett (184) WQ Human 494 
    9 Sophomore Recruit Hyphven (339) Thevian 367 
    10 Sophomore Recruit Orbulos (202) Alskant 316 
    11 Freshman Recruit Drax (137) Human 233 
    12 Recruit nick (192) Salvene 66 


    Sorry, Doug. Couldn't resist. :) 



    crector
    crector Posted - 14 July 2002 14:25      
    --------------------------------------------------------------------------------
    Update:

    In case anyone's interested, I wound up ranked #216
    out of 1,318 players. My alliance, the Trex
    Mercenaries, did much better overall, ranking #11 out
    of 100 alliances. Still, SMR NG #1 was a blast despite
    some glaring bugs that went unfixed and the lack of
    some features from the old SM such as alliance-wide
    messaging. 

    Montana_Mike
    montana_mike Posted - 16 July 2002 19:16        
    --------------------------------------------------------------------------------
    Geez! Are the people behind that illegal copyright
    violation still trying to make a go of it?  
    DeadlyPencil
    deadlypencil Posted - 17 July 2002 1:13      
    --------------------------------------------------------------------------------
    just a suggestion: post a link  
    crector
    crector Posted - 17 July 2002 22:42      
    --------------------------------------------------------------------------------
    Well, SMR may be a ripoff & an unauthorized one at
    that, but the copyright owners aren't complaining, at
    least not that I know of. It's a lot better than the
    original SM & the admins fix bugs & other problems
    faster & better than in the original SM. Of course, MM
    here is bitter because he & his oh so feared & vaunted
    Horsemen of the Apocalypse got themselves kicked
    around in SMR until they finally faded away into the
    sunset. 

    crector

    That SMR Black Antlers Page

    http://smr.blackantlers.net/


    Oddly enough, the best SMR resources website is not on the SMR site itself but on a page of something called Black Antlers that appears to be the joint project of Beausoleil who I've nether heard of before and Edgecrusher whose name is familiar.  As is so often  the case of SM/SMR nostalgia, there is far more about the original Space Merchant that has been dead for 12 years than the current Space Merchant Realms that is still existing, if just barely.



    <GreyDeath> Beau is our door greeter :P

    Death Syndicate






    Dark Matter's E-Mail:  firedemon21483@hotmail.com


    Forum


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    chat.smin.org:6667,
    Alliance room #DS
    Affiliate: Fear the Vampires room #fv
    Member Bios
    If you don't want me to put a bio don't email me.
    If you do, email me with whatever info you want me to put.


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    Saturday, August 17, 2013

    Black Sun Ascending (Formerly Known as the Trex Mercenaries/House Forsaken) Combat Sweep ChatLog (Specific SMR Game Unknown)

    Note:  Of all the recruits/trainees that this writer handled in SM/SMR, Omega Renegade (OR) was one of the best.  After I stepped down as Commander of the TM/HF forces in SMR in early 2003 to lead the HF resurgence in TDZK, OR was my handpicked successor.  Following the massive HF scandal in TDZK and the subsequent dissolution of the HF Browser-Based Gaming Realm, OR took the TM/HF alliance out from House Forsaken and gave it a new name:  Black Sun Ascending (BSA).  For roughly 2 years, OR lead BSA with distinction and he preserved the alliance's position as a major force in the game.  However, real life intervened and given the fact that he needed to concentrate on college, he turned over the leadership to The Bombers.  OR remained in the game as an increasingly inactive player and as a frequent SMR Forum poster.

    Unfortunately, I have lost all contact with him since it would be most interesting if we could tie this  ChatLog into SMR's history.



    Pekoeta> cna't start the show with out me

    <OmegaRenegade> BSA PLOT TO 3945

    <OmegaRenegade> PING

    <Zeronet> plotted

    * Candyman has joined #BSA

    * ChanServ sets mode: +o Candyman

    <Stranger> PLOTTED

    <Weiron> plotted

    <Candyman> where?

    <Zeronet> 3944

    <Zeronet> we're plotting to 3945

    <Zeronet> omega?

    <Weiron> OR

    <Zeronet> 3957

    <Zeronet> enemy ships

    <OmegaRenegade> the at uno

    <Candyman> wtf......

    <Weiron> are we attacking?

    <Candyman> how do I get there?

    <Candyman> from planet?

    <Zeronet> i hit thaug once

    <Weiron> plot to 3908 Candyman

    <OmegaRenegade> PEK BACK ONE

    <Zeronet> at 3933

    <Weiron> Me and Stranger are in 3944

    <Candyman> IS

    <OmegaRenegade> 3933!!!!

    <Zeronet> DONT SPLIT UP

    <Zeronet> 3933 DAMNIT

    <Weiron> 33 IS

    <Stranger> 3933 is

    <Damon> Pick up?

    <Zeronet> 3945 enemy

    <Weiron> attacking?

    <Zeronet> two ships

    <OmegaRenegade> ZERO, GO SEE WHO IS DOWN THERE

    <Zeronet> only attack when OR says so

    <piratedan> 8 lom'ers active, beren just showed up, they ar thauglor,

    toxic shock, man-jina, grey, locjaw,warhorse and blue crafter

    <Weiron> ok

    <Candyman> thauglor

    <Candyman> and locjaw

    <Zeronet> Thauglor (84) (Lords of Melnibone)

    <Zeronet> Dark Mirage (27/17) Examine

    <Zeronet> Locjaw (308) (Lords of Melnibone)

    <Zeronet> Advanced Carrier (12/17) Examine

    <OmegaRenegade> EVERYONE MOVE DOWN ONE

    <Zeronet> empty now

    <OmegaRenegade> DAMN

    <OmegaRenegade> BACK UP

    <Weiron> 45 IS

    <Zeronet> they are at uno

    <Zeronet> 3933 GET to it

    <Weiron> 33IS

    <Weiron> how many?

    <Weiron> 33 IS

    <Zeronet> 3945 has ppl again

    <Stranger> IS

    <Zeronet> empty again

    <OmegaRenegade> THATS ONE DOWN

    <Pekoeta> ii triggerd

    <Pekoeta> guys

    <Pekoeta> lol

    <Weiron> locjaw passed us

    <piratedan> locjaw, bit it

    <Zeronet> yay kill for me

    <Pekoeta> i triggered his ass

    <OmegaRenegade> NICE

    <Weiron> he was protected

    <Pekoeta> man i should get the kill

    <Pekoeta> i love my fast comp

    <Zeronet> 3945 has ppl

    <OmegaRenegade> Enemy vessels 970

    <Zeronet> LOTS

    <Weiron> say when

    <Candyman> wtf......

    <Candyman> I just died

    <Damon> Thauglor did Candy man in

    <Weiron> need uno

    <Zeronet> shit

    <Damon> Toxic Shock is dead

    <Zeronet> i killed all three

    <Pekoeta> fuck

    <OmegaRenegade> BOOO YA!!!

    <Candyman> I hate how ppl do that damn iut

    <Pekoeta> all my triggers tooo

    <piratedan> but thaug, toxic

    <Zeronet> lets all move down one

    <Zeronet> to uno

    <Weiron> wtg Zero

    <Candyman> damn it zero

    <Damon> Warhorse dead

    <OmegaRenegade> OK, WE MOVE TO UNO

    <Weiron> uno is clear

    <Pekoeta> all my triggers

    <Pekoeta> god damn

    <Pekoeta> i want some

    <Zeronet> 140k xp

    <Pekoeta> lol

    <Zeronet> shitdamn

    <Weiron> you got 140 kexp?

    <Weiron> you got 140 kexp?

    <OmegaRenegade> GOOD WORK EVERYONE

    * Candyman has quit IRC (Quit: )

    <Zeronet> yeah i got 140k xp

    <Zeronet> lol

    <Weiron> now what?

    <piratedan> blue crafter thaug and toxic and warhorse, all went down

    <Pekoeta> man

    <Pekoeta> thats sickening

    <Weiron> 5 died

    <OmegaRenegade> THEY ALL DEAD

    * Pekoeta crys

    <Weiron> ok

    <Weiron> I'm going home to park

    <Zeronet> sadly, i got high xp cos thauglor got Candyman, then i killed
    him

    <Pekoeta> he triggerd and went all to z

    <Zeronet> still, 5-1 is good

    <OmegaRenegade> ITS AWSOME

    <Pekoeta> o well

    <Pekoeta> he got them

    <OmegaRenegade> ANYONE WANNA TAKE THAT PLANET?

    <Zeronet> its cos i do 700 armour damage

    <Pekoeta> k

    <piratedan> that only leaves man-jina grey and beren out there, they may
    have cut their losses and boogied

    <Weiron> 3908 is plot sector right?

    <Zeronet> we busting it?

    <Weiron> I can go check around 3950

    <piratedan> 3908 only has our scouts in it that we know of, it should be
    clean

    <Weiron> let me check 3950

    <Pekoeta> arg i trigger so damn fast and dont get kills

    <Pekoeta> lol

    <Pekoeta> hars z

    <Zeronet> high exp + mostly armour killing weapons = kills

    Crusaders Avert a Death Control Planet Bust! (Specific SMR Game Unknown)

    Crusaders Avert a Death Control Planet Bust!
    Having fought repeatedly in recent weeks with several alliances and negotiating peaceful NAPs with others, the Crusaders were able to hold onto their little piece of Salzik turf. But in the final days of the Salzik turf war, however, the Crusader faced their most challenging defensive battle to date. Today, witnesses report a total of 18 Death Control members converged over the Crusaders planet in Salzik.
    The Crusader planet, a hefty level 68, was hit numerous times and fought back with it's fierce defenses against the attacks. Crusaders worked quickly to keep the planets defenses up, mine the Salzik galaxy, and fight off the invasion.
    The planetary attack attracted a number of other warships, pilots from other alliances, who came to Salzik looking for a piece of the action. And they found it! As the battle progressed a number of ship-to-ship fights took place around the plantary sectors in which several Crusaders, DC, and pilots from other alliances were killed in the pitched battles.
    After 25 attacks on the planet, Death Control ceased firing. A total of 12 Death Control pods were recorded during the attack on the planet. Five Death Control pilots remained hovering over the planet, two in damaged ships and all of them reportedly low on turns. The 5 remaining Crusaders ships, also low on turns, regrouped during the brief pause and made two quick and suicidal counterstrikes, killing two of the remaining DC pilots and destroying their own ships in the process. At this point, observers say Death Control was seen leaving Salzik. The last Death Control ships warped out approximately 4 hours after the first attacks began.

    The final tally of losses were heavy on both sides. 18 Death Control pods, 19 Crusader pods, and 5 other alliance pods were reported in the four hour period.

    Salzik Galaxy Turf War (Specific SMR Game Unknown)

    Salzik Turf War Breaks Out, part I
    #########################
    A series of skirmishes between two alliances have been reported in the
    Salzik galaxy. 

    Late last week four members of the Crusaders swept into the Salzik
    galaxy and seized control of one of the several planets belonging to the
    Lords of Melnibone.  According to a source inside the Salzik galactic
    network, One LOM member attempted to defend the planet as it was being
    attacked.  The LOM defender was able to kill one of the Crusaders, but was
    killed then when he attempted to drive off the others.

    Ultimately, the planet was taken by the Crusaders, who hastily built up
    defenses around it.  There was 28 million in cash bonded in the
    planetary vault with 5 hrs left on the timer, and three of the four Crusaders
    chose to wait it out, try to make off with the money before LOM
    gathered for a counter-attack.

    Six hours later, when LOM members arrived at the planet and blasted thru
    it's defenses, they found and killed a lone Crusader landed on it's
    surface.  The vault was empty, however and a final tally showed that 32 million had
    been taken.

    The following day, members of Crusaders returned and reclaimed the
    planet once again.  This time, they fortified the area around with mines
    and aside from some deliberate mine-clearing on the part of LOM, no other
    activity was reported.

    On the third day, both Crusader and Lords of Melnibone members were spotted in the
    vacinity of the planet.  Two Crusaders took pot-shots at two different LOM
    planets in the area.  A LOM member went to defend one of the planets,
    and while he was able to kill one of the Crusaders, he was also killed
    in the process.  That brings the death count to 2 for Lords of Melnibone
    and 3 for the Crusaders.

    This type of territorial skirmishing is typical in the Salzik galaxy,
    where federal law and order is rarely imposed, and it appears that the
    recent violence may only be the beginning in the struggle between these two
    groups.


    Salzik Turf War, part 2
    ############################################
    Violence continues in the Salzik galaxy between the Lords of Melnibone and the Crusaders.  Just days after taking control of the Lords of Melnibone planet and after random fighting with LoM members, three Crusaders reportedly siezed another LOM planet, this time losing only one member to the planet's fearsome guns.  The following day, two LOM members were spotted patrolling Salzik, clearing mines and placing forces of their own in the area, when they were ambushed by a lone Crusader.  Witnesses say both Lords of Melnibone ships were lost in the attack, and the Crusader ship was also destroyed. 

    Two days later, the Crusaders attacked yet another LoM planet.  This time, several of the Lords of Melnibone came to defend the planet, despite the LoM alliance having suffered casualties in a brutal battle with another alliance just prior to the Crusaders' attack.  A brief skirmish then ensued across the Salzik galaxy in which 3 Crusaders and 2 LoMs were killed.  This brings the total count to 8 Crusaders and 6 Lords of Melnibone deaths since the start of this turf war over planetary space.  Federation authorities seem powerless to put a stop to the ongoing situation, and it is this reporter's opinion that the end is not in sight.



    Salzik Turf War, Part 3
    ######################################
    Events in the Salzik turf war continue to escalate.  Up until last week, the Crusaders had held their own against the Lords of Melnibone, keeping their planets for the moment.

    And just as it seemed certain that the LoM would return at any moment for a counterstrike, war broke out in Doriath which forced the LoM attention away from Salzik.  This gave the Crusaders a few precious days to build up planetary defenses, but the peace was short-lived.  According to witnesses, early one morning 8 members of Dark Coalition came and attacked their planet, killing 5 Crusaders.  Such a blow might have crushed a lesser alliance, but within days, however, a steadfast group of 8 Crusaders rallied to take back the planet they had lost to Dark Coalition.  No Coalition deaths were reported in the action.

    Meanwhile, an error storm last week put an interesting spin on the continued struggle between Crusaders and Lords of Melnibone.  Observers say 2 LoM members ventured into Salzik late one night.  Alerted to their presence, 5 Crusaders in warbirds were scrambled to meet them. The two groups converged in a single sector, where combat was engaged.  Warships exchanged blast after blast, and while one Crusader ship was destroyed, it appeared that the Lords of Melnibone ships were literally seconds from being destroyed at the hands of the Crusaders. 

    Suddenly, an error storm swept thru the galaxies, disabling all ships and effectively calling a stop to the battle.  For several hours, witnesses say, the ships remained motionless, frozen by the mysterious storm. 

    When the storm finally abated, the ships remained fixed and quiet in the sector. Working quickly, other Crusaders in the area set up a mine field in and around the sector where the battle had raged, enclosing the combatants in a ring of danger. 

    From the center of the minefield, LoM pilots in their damaged ships called for help.  Soon, 2 Lords of Melnibone ships were sighted in Salzik space. They began clearing a path to the center of the minefield, and when 2 Crusaders attempted to drive them off, their ships were destroyed by the rescue team.  The Lords of Melnibone continued to the center of the mines, placed a number of their own mines to discourage the Crusaders, and left. 

    It is unknown why the 2 Lords of Melnibone ships remained at the center of the minefield, but before the ships had a chance to escape, the Crusaders were able to clear the enemy mines, and once again enclose the LoM ships inside a wide circle of mines. 

    After a day of waiting, it appeared that no further help was forthcoming, so one of the LoM pilots attempted to navigate the minefield and was destroyed.  At that time a second rescue mission was dispatched from LoM bases and within hours, the second pilot was brought safely home.


    Federal authorities seem unable or unwilling to intervene in this struggle.

    Gunslinger's Guide to Safe Trading

    A Guide To Safe Trading
    by Gunslinger

    There is more to the art of trading safely and efficiently than just knowing a good route and having 1000 relations with that race.  I’m not going to address the basic principles of trading at this time (maybe in the future if I feel motivated and if I feel like it will benefit us).  If you have any questions about any of the concepts or terminology I talk about in here, just ask me.

    First and foremost you should be extremely knowledgeable about that galaxy that you are trading in.  You should know off the top of your head, or have written down in front of you, the following sectors:
               -The racial HQ so at the very least if you have to make a run for Fed Space you can plot to  the HQ and know you are heading in the right direction
               -All of the unos in the galaxy
               -All of the banks in the galaxy
               -3 to 5 trade routes that you can quickly switch between if one happens to be dry

    That last item is very important because speed is your greatest asset, as well as your best defense.  The faster you can trade, the less time other traders have to drain your ports.  The faster you trade, the less time you are exposed to attack.

    Another way to increase your speed is to avoid using the course plotter.  The course plotter takes time to program and you are blind while you are doing it.  If you are trading on a 3x3 route, you should know the route and be able to manually click on each sector you want to move to.  With 1000 relations you can trade without ever having to enter a number. 

    If you are using a longer route that isn’t as easy to manually navigate, here’s a tip that I use.  As soon as I arrive in sector, before I go to the port to sell my goods, I plot the course to the next port.  Then I drop into the port, sell and buy goods, and when I come out of the port the course is already plotted.  Nothing to think about, just punch the next sector button and I’m on my way.  This can be a life saver if you are attacked while in the port and you’re blind.  Just hit ‘current sector’ and punch the next sector button to get the hell out of there.  When you think you are safe you can plot to Fed Space.

    In addition to being fast, using your intelligence will keep you alive to trade another day.  Being able to identify less than inviting trade situations before you leave Fed Space will keep you safe, save you from wasting turns, and save you from having to spend money to replenish shields lost to the hunter that was sitting at your port waiting for you.

    Every time you log in, you should read the news.  All of it.  Even if there are a hundred entries.  What you want to look for are killings that happened in your trade galaxy, and especially killings that happened at the ports you trade at.  Pay attention to both parties involved.  Get to know who the hunters are and know who the traders are and keep this list in the back of you mind (or write it down).  Of course, the most important news entries are the ones that have occurred within the past half hour in your trade galaxy.

    After reading the news, look at the Current Player List (CPL).  If you see a hunter on that you know patrols your galaxy, it’s not a good time to be trading.  If you see a known trader on, he’s probably drained your routes and it might not be a good time to trade.

    But then there is the problem of lurkers.  It’s possible that a hunter is sitting at one of your ports, or somewhere in the galaxy, and is not on the CPL.  He may have scouts set out to alert him of anyone using the known trade routes and is refreshing his messages waiting for the signal to move.  There’s not a whole lot you can do to ascertain this situation from Fed Space.  The recent news will tell you if there was a killing recently in the galaxy, and you can assume the possibility exists that the hunter is still in galaxy, but there really isn’t any way to know for sure.

    You could take the time to check the CPL while you are trading to see if any hunters have popped up-and you should- but it slows you down and makes you blind while you’re studying it.  So before leaving Fed Space, open the chat window and resize it so that you can fit it on your screen next to the game window.  Get into #crew and ask someone in the room to watch the CPL for you while you trade.  Tell them the specific hunters you are looking for.  Then while you trade just watch chat to see if anyone gives you a warning.  Of course, people do get wrapped up in chatting and don’t watch the CPL as closely as you might like, so it’s good to still check it yourself once in a while.

    If you have someone watching the CPL for you make sure you relay them the names of the owners of any scouts that you trip.  If you trip a hunter’s scout and they come after you, they will show on the CPL and your ally should be able to warn you.

    Now for some tips on the more tangible things that will keep your butt out of a pod.

    The first consideration is what ship your are piloting.  Generally speaking this debate is null and void if you are Alskant.  But for the other races, the neutral trade ships are far better than the racial trade ships available.  And the general consensus is that the IST and the PSF are your two best options.  The IST has half the holds of a PSF and accumulates turns almost twice as fast.  Therefore the PSF has a slight edge in potential experience and profit earned per hour.  But the snail’s pace at which it accumulates turns is enough to drive a professional chess player crazy.

    The IST, on the other hand, gives you unequaled flexibility and practicality.  The extra turns allow you to go to the bank frequently, travel a greater distance to reach a route, and vary your route to avoid scouts.  The number of holds (300) is more practical than the PSF (600).  Quite often a port will have between 300 and 600 of the important good and there’s no sense in buying less than a full load in a PSF.  You might as well save your turns and go home.  But the IST can make a run with a full load and still have turns to find another route to trade on.  One other advantage to an IST is that it supports a jump drive.  I have not fully investigated the potential benefit of a jump drive so I’m not going to comment on it here.

    The Achilles heel of the IST is it’s lack of defense.  With only 375 shields and 250 armor and 15 combat drones, an experienced hunter can pod an IST with one shot, two at most.  Hitting one mine in an IST is cause for concern because the 20 shields you just lost might be the difference between life and death if you’re shot at.  So there is a high degree of vulnerability and upkeep that comes with the IST.  You’ve got to keep it at full defenses at all times, and in order to keep it fully defended, you need to visit a CA as well as an UNO.

    The PSF causes no such concern.  It carries 500 shields and 1000 armor.  Expensive to equip, but no need to refill after hitting a few mines here and there.  It also takes 2 solid shots to kill in best case scenario.  More likely it takes 4 or more shots.  So shelling out for a PSF could be worth it in the long run.  Especially if you have a slow connection or you are still learning.  The bottom line is, pick the ship that suits your trading style and expertise best.

    Once you’ve picked your ship and you are on your way trading, how can you increase your chances of staying out of a pod?
             
               -Line your trade route with one mine and one scout in each sector.  If a hunter trips the scouts, you run while the             hunter is tangled up with the mines.  Having your route   lined also gives  the option of backtracking on the mines             if there is a hunter at the port on one end of the route.  If the hunter chases, he will be slowed by your mines             giving you valuable time and distance between you and him.  Don't forget to retrieve your forces when you're 
                done trading.  Leaving them there costs you money, gets you more scout messages than you can handle, and
                broadcasts your trade route to anyone who happens by.
              -If you run across a trader from a strong enemy alliance in your route, you better believe he is relaying information about you to his hunters in chat.  Might be a wise idea to pack it up.
              -If you ever do run into a hunter, you should immediately stop trading for a while.  See if any allies are in a WB             nearby who can chase the hunter away.  Otherwise be extremely careful when you go back out.

    That’s all for now.  I’m sure there will be updates and things added as I learn more and get some feedback.  Happy trading!


    Guns

    SMR Weapons Shop List

    Weapons and the shops that sells them!

    <<< MAIN PAGE
    Shops Weapons Race
    No Shields Inc 1 Alskant Anti-Shield System Alskant
    No Shields Inc 1 Alskant Focused Laser Alskant
    Land of Lasers Alskant Focused Laser Alskant
    The One-Stop-Weapons-Shop 1 Alskant Pulse-Fist Missile Alskant
    The One-Stop-Weapons-Shop 3 Alskant Space Flechette Alskant
    Creonti Weapons 2 Creonti Mole Missile Creonti
    Creonti Weapons 1 Creonti Mole Missile Creonti
    Creonti Weapons 2 Creonti Big Daddy Creonti
    Creonti Weapons 1 Creonti Shield Sucker Creonti
    Cannon-O-Rama Human Harmonic Disruptor Human
    Shotgun Shack Human Space Shotgun Human
    Torpedo Outlet Human Photon Torpedo Human
    Land of Lasers Human Multi-Phase Laser Human
    Rapid-Fire Sales Office Ik-Thorne Burst Laser System Ik'Thorne
    Advanced Missile Concepts 1 Ik-Thorne Rapid Fire Cannon Ik'Thorne
    Rapid-Fire Sales Office Ik-Thorne Rapid Fire Cannon Ik'Thorne
    Advanced Missile Concepts 1 Ik-Thorne Cluster Missile Ik'Thorne
    Advanced Missile Concepts 2 Ik-Thorne Cluster Missile Ik'Thorne
    No Shields Inc 2 Ik-Thorne Cluster Missile Ik'Thorne
    Advanced Missile Concepts 1 Ik-Thorne Burst Laser System Ik'Thorne
    No Shields Inc 2 Advanced Shield Disruptor Neutral
    The General Store - Weapons Devision 3 Large Laser Neutral
    Land of Lasers Insanely Large Laser Neutral
    Big Guns Inc Huge Pulse Laser Neutral
    The General Store - Weapons Devision 2 Anti-Ship Missile Neutral
    The General Store - Weapons Devision 3 Anti-Ship Missile (Heat-Seeking) Neutral
    Advanced Missile Concepts 1 Anti-Ship Missile (Guided) Neutral
    The One-Stop-Weapons-Shop 2 Anti-Ship Missile (Heat-Seeking) Neutral
    The General Store - Weapons Devision 4 Anti-Ship Missile Neutral
    Monastery of the Iron Maiden Holy Hand Grenade Neutral
    The General Store - Weapons Devision 1 Laser Neutral
    No Shields Inc 1 Advanced Shield Disruptor Neutral
    Torpedo Outlet Little Junior Torpedo Neutral
    The One-Stop-Weapons-Shop 3 Anti-Ship Missile Neutral
    The One-Stop-Weapons-Shop 3 Big Momma Torpedo Launcher Neutral
    Advanced Missile Concepts 2 Anti-Ship Missile (Heat-Seeking) Neutral
    The General Store - Weapons Devision 3 Anti-Ship Missile Neutral
    Cannon-O-Rama Projectile Cannon Lvl 2 Neutral
    The One-Stop-Weapons-Shop 3 Small Laser Neutral
    The General Store - Weapons Devision 1 Shield Disruptor Neutral
    Shotgun Shack Small Laser Neutral
    Land of Lasers Large Pulse Laser Neutral
    Torpedo Outlet Torpedo Launcher Neutral
    The General Store - Weapons Devision 4 Torpedo Launcher Neutral
    The General Store - Weapons Devision 1 Torpedo Launcher Neutral
    The General Store - Weapons Devision 2 Pulse Laser Neutral
    The One-Stop-Weapons-Shop 2 Pulse Laser Neutral
    The General Store - Weapons Devision 2 Small Laser Neutral
    The General Store - Weapons Devision 4 Projectile Cannon Lvl 3 Neutral
    The General Store - Weapons Devision 1 Projectile Cannon Lvl 2 Neutral
    The General Store - Weapons Devision 2 Projectile Cannon Lvl 1 Neutral
    Pulse of the universe Planetary Pulse Laser Neutral
    Underground Weapons Nuke Neutral
    Check Your Pulse Newbie Pulse Laser Neutral
    The One-Stop-Weapons-Shop 1 Little Junior Torpedo Neutral
    Big Guns Inc Projectile Cannon Lvl 4 Neutral
    Nijarian Weapons Nijarian Ion Pulse Phaser Nijarian
    Nijarian Weapons Nijarian Ion Phaser Beam Nijarian
    Nijarian Weapons Nijarian Ion Disrupter Nijarian
    Nijarian Weapons Nijarian Claymore Missle Nijarian
    Flux Systems - Weaponry Division Salvene EM Flux Cannon Salvene
    Advanced Missile Concepts 2 Salvene Frag Missile Salvene
    The One-Stop-Weapons-Shop 2 Salvene Flux Resonator Salvene
    The One-Stop-Weapons-Shop 1 Salvene Chain Laser Salvene
    Flux Systems - Weaponry Division Salvene Flux Resonator Salvene
    The One-Stop-Weapons-Shop 2 Thevian Assault Laser Thevian
    Advanced Missile Concepts 2 Thevian Flux Missile Thevian
    Advanced Missile Concepts 1 Thevian Flux Missile Thevian
    Shotgun Shack Thevian Rail Gun Thevian
    No Shields Inc 2 Thevian Shield Disperser Thevian
    No Shields Inc 1 WQ Human Shield Penetrator WQ Human
    Cannon-O-Rama WQ Human Flechette Cannon WQ Human
    Land of Lasers WQ Human Multi-Phase Laser WQ Human
    Torpedo Outlet WQ Human Photon Torpedo WQ Human