Sunday, August 18, 2013

Death Syndicate






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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