18:30 March 14, 2002 The following was written in response to the outcry that arose when I announced that I would be converting the Continuum of Chaos game to a new version of the Starship Traders (SST) software that had, up to that time, been running only in a test game at starshiptraders.com. It was intended to be a short explanation of my thoughts on why the SST software should be significantly modified yet again. However, instead of a bit of background and context, it turned into a short, but nearly complete history of the game lineage, leading into the real argument for change only at the end. Czarwars/Seawars/Tsarwars/The Last Resort/Starship Traders all were changed, improved, and, once, completely rewritten in a new language in pursuit of a better multiuser, telnet and html-based strategy game. And the new variant, Starship Traders II, will probably itself lead to something else eventually. Read on for a clue as to what that might be., 17:00 March 5, 2002 In the beginning... It was the fall of 1986. There was a BBS in Tallahassee called "The Eagle's Nest" that ran Chris Sherrick's version of a game inspired by Hewlett-Packard's "Star Trader", originally published in the "People's Book of Computer Games". Chris' version was called Trade Wars 2, a derivative of some other author's interpretation of Star Trader. I forget who wrote that first version of Trade Wars. I never got the chance to play it and didn't know anyone else who had ever even seen it. Anwyay, I discovered that text-based, single-user BBS door game, TW2, and _really_ liked it. It had such potential, yet it was so deeply flawed and limited -- from my perspective. I was a programmer and had a copy of Microsoft's QuickBASIC for my 8088-based Zenith PC. I decided to write the game that I saw struggling to get out of TW2. TW2 was played in a 99-sector universe, and was filled with aliens, called "the Cabal" that would harrass the players and generally prevent the kind of human-versus-human strategy game that I envisioned. My first running version was two months in the making, 350 sectors in size, and, I thought, a huge improvement over TW2. But, mostly, my game was extendable. Enlisting the help of my wife, Lynn, and my friend, Scott Anderson, we designed new galaxies and I added them to the new Czarwars universe. Each of these new galaxies would be unconnected to the others and would have its own unique structure. We drew each galaxy on sheets of construction paper from which I entered them manually via a crude map editor function of the game. Czarwars was designed as a stand-alone bulletin board system (BBS) which would answer the phone for each player, let them play, and then wait on the next player. The initial games worked well and had 30 or 40 players per day in the one and only game. Wormholes, black holes, pulsars, starbases, and many other new features entered via that version. Every port and planet had its own unique name then. It seemed that naming the ~750 ports and planets was the hardest task. I made a variant of Czarwars called Sea Traders. Sea Traders was, functionally, exactly the same game, but was played in an ocean filled with ships, islands, ports, and typhoons. Everything in Czarwars had a corresponding item in Sea Traders to do the exact same function. Some people really liked the oceanic scenario. I didn't like it that much but it was a lot of fun to create. Next, I bought a BBS, PCBoard, to host the game. I converted Czarwars to a PCBoard-compatible 'door' program that could be entered from the main BBS. I called this new door version Tsarwars, to distinguish it from the standalone BBS, Czarwars. Somewhere along the way, it acquired the ability to be expanded into a 4000-sector game. The top 2000 sectors were an exact mirror image of the bottom, right down a clone of the planet Cosmos in sector 4000. Various other enhancements were made as the game evolved until the summer of 1993, when we moved to a new telephone exchange area and, consequently, lost the BBS phone number forever. That was the end of the DOS- based Czarwars/Tsarwars BBS and door games for me. At that point, the game was strictly a local phenomenon, since each player had to dial directly into the game. The long distance calls that did come in were to download a copy of the game to run locally in the caller's town. Someone actually downloaded it at 1200-bps from Australia once. It seemed to take hours. I remember hoping that one of our many thunderstorms didn't come up during his download! At its peak in the late '80's or early '90's, there were Czarwars games running on about seven different BBS's in Tallahassee. That heyday was followed by three years of darkness -- the longest period, by far, where the evolution of the game paused. Even during this idle period, however, I thought about it, wished I had written it in C, and considered how a multiuser, networked, version would work. By the summer of 1996 I had been running Linux for a year and was itching for a programming project. I had a Pentium PC and, under Linux, it was a computing monster of a system. I missed Czarwars and now had a powerful computer and a serious, networked operating system. I had long since had my fill of MS's proprietary languages so I started the new Tsarwars project from scratch in C. Like the first Czarwars, it took about two months to get the first functional game running. This time, however, I needed an Internet connection in order to make it work. Hayes Computer Systems graciously allowed me to put my new server (Micron Pentium 133, 64 MB RAM, SCSI controller, fast enough to support many concurrent users!) on their floor beside the Tallahassee Freenet system. The game came up in October 1996, and supported telnet over the Internet. This time, it was properly multiuser so I added a radio to the new design. Online battles were not supported at first, so all ships were cloaked while the user was logged on and playing. When they logged off, their ship winked back into visibility and they could be attacked. Meanwhile, I worked on a web interface to the game. In December 1996, I brought up the first web interface. It was all still a single executable that now listened on two different TCP ports. Life was good. That version brought us up to 64,000-sector games, a truly vast play area, and automated the ability to run up to 250 games in a single instance of the software with automatic promotions to higher-level games. The only actual code that had survived from the DOS versions of the game were the port and planet names, now assigned randomly and reused since there were far more than 750 total ports and planets in the universe. My first hacked together web interface was crude, but it mostly worked. It wasn't nearly as smooth as the telnet interface but far more people, even then, understood the browser and used it than a telnet client. It didn't take long before most of the traffic was on the web interface. Within a few weeks of the first web interface coming online, I announced in the msg base that a new web interface was coming with various enhancements and "a whole new look". I remember one of the objections; "We like the game as it is. We don't want a 'whole new look'" wrote the protester. I introduced the new version anyway. Later, that particular objector allowed as to how the new version had turned out to be an improvement. I learned one thing from that upgrade; if a change is proposed to an existing, working system, someone will always object. The first years of Tsarwars were full of rapid evolution for the game. I thought hard before adding features, and even harder before removing features. In the end, I added far more than I removed. Long-time players will remember "toll fighters", "passworded fighters", Pulsars, sine wave-based wormhole movement, and maybe even one or two varieties of 'ghost ship bugs'. The game that came out of it, by the beginning of 1999, was a pretty coherent and playable game. That's when I began designing a completely new scenario, "The Last Resort". You can still type in "X TLRIntro" and see the original welcome message to The Last Resort. TLR was and remains my favorite scenario and I threaten to bring it back at random intervals. [Don't provoke me. I'll do it... I swear!] TLR wasn't a straight retrofit of Tsarwars. It was a new game that borrowed what code it could and added everything else it needed. The recently-added autopilot was integrated into the other navigation and movement commands and the menu was considerably simplified. In TLR ports and planets became small machines and slightly larger, semi-portable factories. People walked around without conveyances of any kind and used microbots to make and buy things, cash having been long since obsoleted since the city was cut off from civilization. There were no galaxies or sectors there. The game was played in run-down luxury hotels and individual locations became hotel rooms. The abandoned machines and factories were unnamed but took the name of their owner. The entire scenario from the original Czarwars was gone. The only significant piece of any kind that remained was, once again, the names of the ports -- now used to name the many hotels in Io Resort. By that point, we had added live battles, were up to 256,000 rooms in the city of hotels, the eXamine online documentation system, and many other changes, large and small. TLR ran for about 5 or 6 months until June 1999. Meanwhile, I was planning to register the name Tsarwars.com but, alas, Star Wars Episode I was coming out and someone bought up Tsarwars.com because it happened to be a typo for Starwars.com. I hadn't noticed that so I had been in no hurry to register it myself. Unfortunately, the new registrants seemed at the time to be planning a website that I didn't want to ever inadvertantly draw in a Tsarwars player so I decided to change the name. That would cause much confusion, of course, so I also decided to change the code at the same time. I converted the new TLR code back into a Tsarwars scenario and renamed the whole thing Starship Traders, registered starshiptraders.com, and turned off The Last Resort. Even after converting it back, it didn't look very much like Tsarwars anymore. In addition to the changes listed above, you had to have iron to make fighters, hardware to make bases, and even alcohol to launch graffiti. The port types got new names to be more consistent with the new commodities that they offered, taken directly from TLR as they were. This 'merge' of the new TLR back into the old Tsarwars scenario, with the countless changes necessary to accomodate the new functionality, was and remains the largest change to ever happen to the game line in a single move. There were surprisingly few complaints, considering the scope of the change which took about six months to initially write and evolve. That change was about five times the code and functionality change of the current proposed version change -- and it loomed larger still because it affected a smaller code base. More changes were incrementally added to the new "SST" game including player-made wormholes, team-only games, custom ships, homing devices, damageable defensive starbases, and many more. Around March of 2001 I wrote the first 3D graphical client for SST and added the crude beginnings of a client interface to the server software. The client side of that project has since been taken over by Katrina Kirellii and ported to Windows where it is seeing steady improvement. The new Windows version will still compile and run under Linux, as well. In June of 2001 I brought up the 1,000,000 sector version and began the first persistent game, the "Continuum of Chaos". The new game added 16,000-sector galaxies and a variety of other small changes. The never-ending "CoC" game wasn't claimed to be never changing; it was instead the first game that I had ever started without a scheduled end date. My plans were for it to grow and remain a viable game, indefinitely. Many small changes have been made to the software that runs that game, as it is the centerpiece game of the latest version of the code. In the nine months since the debut of CoC and the million-sector software, about 500 lines of code have been added or changed in the SST code, and some unknown number of lines have been removed. Which brings us to where we are today. I have long felt that in creating the customizable ships based on finely variable ratios between shields, cargo holds, and combat computers, that I introduced a flaw into the game. Players could build custom ships, but, in practice, there was little commitment to a particular ship configuration. By making them finely tunable, inexpensive, and cheap to convert again and again, I had merely introduced more 'gotchas' for newbies. Mostly it would be newbies who would attack a 20,000 fighter fleet without first unloading their holds and adding combat computers. They would be making a silly tactical mistake that served no real purpose in the game other than to add a way for someone to screw up. That is not the kind of complexity that I want in a game. This game line has been intended from the very beginning to be a place where the universe imposes a few laws and player determination, careful planning, cunning alliances, sneaky diversions, and clever strategies are what separates and differientiates the teams and players. I have no interest in making a game where there is no purpose for combat computers and shields, other than a way to trip up a clever, but inexperienced, player. That is what I inadvertantly created in my last attempt at differientiated ship types. That scheme had the virtue of considerable flexibility and very low complexity. Unfortunately, it didn't accomplish its goal. I don't know why it took me this long to address the problem. The new version, 'SST2', was created specificially to fix that problem by creating genuine tradeoffs between the ships and to make ship choice and configuration a real component of strategy. The new devices are a part of that strategy since they are a significant piece of the tradeoff decision. Even after reading this quickie explanation, I don't expect everyone to understand why I am doing this, and, yes, I know it will be different. That _is_ the point. I think it will be a better game this way at the cost of only a small amount of extra complexity. As you have read this history, you must now realize that the game has evolved from day 1 and has not stopped yet. No, this game isn't perfect and never will be. However, I think it can be better. I think the difference between a good game and an otherwise similar but bad game correlates with the ratio between variability of strategy and detail complexity. The better games allow wide-ranging strategies from a very few components and functions. That, along with a minimum of arbitrary rules, points in the direction where I have always tried to move this game. I think the game is successful judging by the type of players that it attracts. The new version of the software represents a continuation of the very approach that got the game to where it is.
Saturday, August 31, 2013
SST History by Ray Yeargin
SST History http://librenix.com/sst/history.html
Tuesday, August 27, 2013
Classic News Post from OMGN: SST: The Last Resort Round 2
SST: The Last Resort Round 2
By: Charles Rector | Game Announcement | 1:58am, September 8, 2005
Round 2 of the Starship Traders game at The Last Resort at ioresort.com has begun today.
Here are the settings for this round:
__Game0 settings__
119: day game length
On: players can move machines
On: players can move bunkers
Off: jetpacks open TransportTubes
5: days production is machine capacity
1330: percent productivity bonus here
4000000: Rooms current game size
4000000: Rooms maximum game size
2400000: units energy issued per day
Off: wargame option - prevents first half attacks
20: active packs per 4000 Rooms causes expansion
0: percent of rep points captured on player kill
Off: reuse same map in future games
15: maximum level of bunkers
15000: price of a #1 securitybot
12: maximum gang size
0: minimum gang size
By: Charles Rector | Game Announcement | 1:58am, September 8, 2005
Round 2 of the Starship Traders game at The Last Resort at ioresort.com has begun today.
Here are the settings for this round:
__Game0 settings__
119: day game length
On: players can move machines
On: players can move bunkers
Off: jetpacks open TransportTubes
5: days production is machine capacity
1330: percent productivity bonus here
4000000: Rooms current game size
4000000: Rooms maximum game size
2400000: units energy issued per day
Off: wargame option - prevents first half attacks
20: active packs per 4000 Rooms causes expansion
0: percent of rep points captured on player kill
Off: reuse same map in future games
15: maximum level of bunkers
15000: price of a #1 securitybot
12: maximum gang size
0: minimum gang size
Monday, August 26, 2013
SST on Wikipedia
Starship Traders (RPG)
From Wikipedia, the free encyclopedia
Wiki letter w.svg
This article is an orphan, as no other articles link to it. Please introduce links to this page from related articles; suggestions may be available. (February 2009)
Starship Traders (SST) is a free text based massively multiplayer online roleplaying game in the vein of the classic Star Trader style of games. SST was created in 1999 by Ray Yeargin.
Contents [hide]
1 Starship Traders development history
1.1 Czarwars/Tsarwars/The Last Resort [version I]/Starship Traders [version I]
2 Starshiptraders description [1]
3 Economics
3.1 Computrade
3.2 Autoscoop
4 List of Game Servers
5 Notes
6 External links
Starship Traders development history[edit source | editbeta]
The inception of Starship Traders can be traced back as far as 1986.
Czarwars/Tsarwars/The Last Resort [version I]/Starship Traders [version I][edit source | editbeta]
The best summary of the development history from 1986 to 2002 is this article written by creator Ray Yeargin.
Starshiptraders description [1][edit source | editbeta]
"Starship Traders (SST) is an online, multiplayer webgame where players play independently or form teams. When you enter the game you'll be issued a starship with cargo holds, a lot of fuel, and a little cash. By hauling commodities between planets and ports you can earn microbots (money) which you can use to buy fighters, upgrade your ship, build a bunker, make starbases, or buy other handy items. You can use your fighters to attack other players' ships, you can mine a galaxy with attack-mode starbases, or you can guard key sectors with defensive starbases. Or, you might join a team and, together with your teammates, attempt to dominate a large and lucrative galaxy for your exclusive use. Or, perhaps you might prefer to join the war of resistance and help topple the ruthless overlords of the universe..."
Economics[edit source | editbeta]
Players produce revenue by purchasing and selling three types of commodities at ports. Each port buys two types of product, the third type it produces itself. Planets give away large quantities of free product, however, the planets purchase no product themselves. SST provides built-in tools to help new (and lazy veteran) players automatically make trades: Computrade and Autoscoop. Both Autoscoop and Computrade use more fuel than if their actions had been performed manually.
Computrade[edit source | editbeta]
Computrade will automatically purchase product at a port, move to another sector and sell said product, looking out for the best prices. Computrade will perform up to 16 trades at a time depending on the player's title. Lesser titles will be able to perform trades fewer times per Computrade. Computrade's command shortcut is 'C'.
Autoscoop[edit source | editbeta]
Autoscoop will pick up free product from a planet and sell it at a port in the same sector. Autoscoop requires the player's ship to be equipped with a Planet Scooper. Autoscoop's shortcut command is '$'.
List of Game Servers[edit source | editbeta]
starshiptraders.com the original gameserver, shut down since January 2005
The Last Resort: A Holiday In Hell ("official" successor game to original Starship Traders) - running since 15 January 2005
Starship Traders: The Extended Last Frontier (fan-run gameserver using previous Starship Traders codebase) - running since at least 30 December 2005
Notes
From Wikipedia, the free encyclopedia
Wiki letter w.svg
This article is an orphan, as no other articles link to it. Please introduce links to this page from related articles; suggestions may be available. (February 2009)
Starship Traders (SST) is a free text based massively multiplayer online roleplaying game in the vein of the classic Star Trader style of games. SST was created in 1999 by Ray Yeargin.
Contents [hide]
1 Starship Traders development history
1.1 Czarwars/Tsarwars/The Last Resort [version I]/Starship Traders [version I]
2 Starshiptraders description [1]
3 Economics
3.1 Computrade
3.2 Autoscoop
4 List of Game Servers
5 Notes
6 External links
Starship Traders development history[edit source | editbeta]
The inception of Starship Traders can be traced back as far as 1986.
Czarwars/Tsarwars/The Last Resort [version I]/Starship Traders [version I][edit source | editbeta]
The best summary of the development history from 1986 to 2002 is this article written by creator Ray Yeargin.
Starshiptraders description [1][edit source | editbeta]
"Starship Traders (SST) is an online, multiplayer webgame where players play independently or form teams. When you enter the game you'll be issued a starship with cargo holds, a lot of fuel, and a little cash. By hauling commodities between planets and ports you can earn microbots (money) which you can use to buy fighters, upgrade your ship, build a bunker, make starbases, or buy other handy items. You can use your fighters to attack other players' ships, you can mine a galaxy with attack-mode starbases, or you can guard key sectors with defensive starbases. Or, you might join a team and, together with your teammates, attempt to dominate a large and lucrative galaxy for your exclusive use. Or, perhaps you might prefer to join the war of resistance and help topple the ruthless overlords of the universe..."
Economics[edit source | editbeta]
Players produce revenue by purchasing and selling three types of commodities at ports. Each port buys two types of product, the third type it produces itself. Planets give away large quantities of free product, however, the planets purchase no product themselves. SST provides built-in tools to help new (and lazy veteran) players automatically make trades: Computrade and Autoscoop. Both Autoscoop and Computrade use more fuel than if their actions had been performed manually.
Computrade[edit source | editbeta]
Computrade will automatically purchase product at a port, move to another sector and sell said product, looking out for the best prices. Computrade will perform up to 16 trades at a time depending on the player's title. Lesser titles will be able to perform trades fewer times per Computrade. Computrade's command shortcut is 'C'.
Autoscoop[edit source | editbeta]
Autoscoop will pick up free product from a planet and sell it at a port in the same sector. Autoscoop requires the player's ship to be equipped with a Planet Scooper. Autoscoop's shortcut command is '$'.
List of Game Servers[edit source | editbeta]
starshiptraders.com the original gameserver, shut down since January 2005
The Last Resort: A Holiday In Hell ("official" successor game to original Starship Traders) - running since 15 January 2005
Starship Traders: The Extended Last Frontier (fan-run gameserver using previous Starship Traders codebase) - running since at least 30 December 2005
Notes
SST Alternate Yahoo! News Group
http://games.groups.yahoo.com/group/SST-Alternate/
SST-Alternate · Starship Traders & The Last Resort News
SST-Alternate · Starship Traders & The Last Resort News
From the Official Description:
Description
CHECK OUT THE GAME at http://ioresort.com
A unique combination of trading, strategy, and roleplaying.
This is the Starship Traders / The Last Resort / Space Tyrant community portal. Here we talk about the game we love, not the technical aspects of the graphical client or server (that has its own group).
Be sure to check out the various sections (files, links, database, etc.) There are a number of helpful resources for new players included here. Feel free to post in-game news (war reports and such), ideas about the game community, articles, links, tips, etc.
[Above: an image of the entry page of the new server at ioresort.com]
-cracken01, Group Moderator since June 2004
[15 January 2005 go to http://ioresort.com for the new 4 million sector/room game!]
Un-official SST Website
From: http://www.angelfire.com/games2/starshiptraders/index.html
This page primarily upkept(barely) by Illqo
News
Under Construction (itll probably be under construction forever seeing my past examples of HTML usage)Hopefully ill be getting this done faster -nope still taking my time it seems
Jan 3 ,2001=Seems the world made it to a new Century yeah, uhh added a few additions to the Most Wanted Site something i have forgotten to do these names and descriptions are copied dir from my email account so don'nt complain please, also when you write a description please do a better job(you will see what I mean when you read them)
Articles
How to Con
CON
Pages
Most Wanted(a.k.a who im mad at this week)
Most Wanted
Links to New and Old Sites Galore(well not yet but im getting there)
Links
Tricks
Tricks
How to CON:
Now as you read this article you are going to think less and less of me but well that doesn't bother me to much since most of the people on SST I get along with is because im just as sneaky and coniving(sp?) as this article will make me sound.
The true secret to a good con as i will call it is to never let the person your conning know anything true about yourself if your online this is easy since you can be anything you want to be without worrying to much about the consiquences(sp?. What I mean by this is that if you a guy tell the person your female if you want to since people expect girls and guys to think in different ways (a.k.a. guys lie all the time but their not good at it girls hardly lie but they are really good at it). Also lieing aobut your age is easy as well most people in SST have no idea what age I am (38 or am I? see it works) and thus they don't know what to expect from me if i am a young brat (9-15) i must have only a few thoughts on my mind (food and sex mostly) if I am 16-21(food, sex, and a job to take care of my car) or if im 22-30(job,food,kids -mayby, sex) thus in this way people are going to make judgments about you that could give them insight on your actual person not just your persona just as ILLQO (me) acts like he is somewhere in his 70's sometimes but at other times acts just like a bouncy 5 year old this allows me to take some freedom from my characters persona and allows me to create other persona's that people cannot in any way trace to me.
Now I know what you thinking aobut now "how is this going to help me to con others while i play" well here's how if no one expects you to act in a certain way you can act in other ways to get people to act in the way you want them to you can change your entire personality if need be just to fit one person you need to use or abuse at that time. Now if your still listining after all this bullshit that i have just spat out you are trully worthy of being a information trader just like me.
And Finally here is how "Have Fun Messing With Other People's Heads!!!" hehehe--have fun with this newly learned skill of conning others and you may one day just like me be despised and hated by every other player online.
This page primarily upkept(barely) by Illqo
News
Under Construction (itll probably be under construction forever seeing my past examples of HTML usage)Hopefully ill be getting this done faster -nope still taking my time it seems
Jan 3 ,2001=Seems the world made it to a new Century yeah, uhh added a few additions to the Most Wanted Site something i have forgotten to do these names and descriptions are copied dir from my email account so don'nt complain please, also when you write a description please do a better job(you will see what I mean when you read them)
Articles
How to Con
CON
Pages
Most Wanted(a.k.a who im mad at this week)
Most Wanted
Links to New and Old Sites Galore(well not yet but im getting there)
Links
Tricks
Tricks
How to CON:
Now as you read this article you are going to think less and less of me but well that doesn't bother me to much since most of the people on SST I get along with is because im just as sneaky and coniving(sp?) as this article will make me sound.
The true secret to a good con as i will call it is to never let the person your conning know anything true about yourself if your online this is easy since you can be anything you want to be without worrying to much about the consiquences(sp?. What I mean by this is that if you a guy tell the person your female if you want to since people expect girls and guys to think in different ways (a.k.a. guys lie all the time but their not good at it girls hardly lie but they are really good at it). Also lieing aobut your age is easy as well most people in SST have no idea what age I am (38 or am I? see it works) and thus they don't know what to expect from me if i am a young brat (9-15) i must have only a few thoughts on my mind (food and sex mostly) if I am 16-21(food, sex, and a job to take care of my car) or if im 22-30(job,food,kids -mayby, sex) thus in this way people are going to make judgments about you that could give them insight on your actual person not just your persona just as ILLQO (me) acts like he is somewhere in his 70's sometimes but at other times acts just like a bouncy 5 year old this allows me to take some freedom from my characters persona and allows me to create other persona's that people cannot in any way trace to me.
Now I know what you thinking aobut now "how is this going to help me to con others while i play" well here's how if no one expects you to act in a certain way you can act in other ways to get people to act in the way you want them to you can change your entire personality if need be just to fit one person you need to use or abuse at that time. Now if your still listining after all this bullshit that i have just spat out you are trully worthy of being a information trader just like me.
And Finally here is how "Have Fun Messing With Other People's Heads!!!" hehehe--have fun with this newly learned skill of conning others and you may one day just like me be despised and hated by every other player online.
Most Wanted List
Number 1 most Wanted
For This Test Only me ILLQO the Information Trader
Look out for this old trader he smiles at you and may tell a few jokes but lately it is belived hes gone senile or just plain mad since hes begun to preach the Tsarwars CHAOS theory from the old 001 days
Number 2 most Wanted
RAY YEARGIN
Of course Rays in this list I mean who doesn't want to kill ray at least once in their players lifetime, if you do kill ray please contact me to have your name put in lights on my "Who Killed Ray This Week" page (a new idea)
Number 3 most Wanted
Katrina Kirelli
Considered very insane and also one of the most dangerous players to ever have formed in the game Katrina is still alive and kicking(though we wished she wasn't)if you bag this Killer you will have the same status as someone who has killed ray
Number 4 most Wanted
TSKI
My old enemy is still around (well not exactly a enemy but still a force I once clashed with), while becoming older TSKI has lost some of his original punch but still is known to become very powerfull in times he needs to be kill him and ill thank you personally
Number 5 most Wanted
VINYL TRIXTA
Because he is just like you. A very evil and twisted player
Number 6 most Wanted
Name: Cloudia Strife
Description: Switches teams at will. Hunts down all players who are annoying, kill him, or finds in his trade routes.
For your name and description to be added to this list (votes can be taken when i finally get around to making the page for it) please send you name and description (or someone elses) to my email address illqo@hotmail.com
Links Page
These are the links to old and new pages as i find them or create them also i will put the older tsarwars links on this page since a few of them still work and are pretty funny
Ray's Fine Creating StarshipTraders
My Orginal TsarwarsPage
Note: None of these links work anymore.
Well here are a few tricks I have seen over the years to most of you reading these will be old news but to the few new members to the SST/Tsar family these could come in handy
Free Warp
If a non team member friend needs help in destroying a large foe heres what you do to get 2 uses out of one crystal(or whatever its called now) use the crystal to warp directly to where the enemy is and help destroy him after the battle have your non team member friend plant a few fighters and then attack these fighters of course in your battle options is flee or reatreat or whatnot click on this and you will be taken back to the sector you originaly warped from
Black Holes
Black holes are not just for jumping from gal to gal but can be used also as hidey holes to gain access to the inside of a black hole 1 or 2 things can be done one of which is to use a crystal to jump into it of course but if your usually poor like me this is not always the easiest or best option another way to enter a black hole is to get your fuel very low down to the point where you only have 1 or 2 more moves left and your can fly into one and instead of warping you will just enter into it easy as can be
If you have any new tips that you feel should be added to this page please send them to my e-mail address at illqo@hotmail.com
SST Blog
From: http://archive.omgn.com/news.php?Item_ID=2658&Offset=0&Order=desc&Game=882
Starship Traders Blog Started
By: Charles Rector | Game News | Game Data | 8:32pm, September 14, 2005
So I have started up a blog at http://sstworld.blogspot.com/ mainly to
put up game history and documentation. A lot of this is already
available in the Files section here, but making it possible to read in
a web browser should get it better exposure.
Not much up yet, but feel free to visit or direct newer players there.
Note: The blog evidently was deep-sixed for at that URL there is a half-baked Chinese poetry blog.
Starship Traders Blog Started
By: Charles Rector | Game News | Game Data | 8:32pm, September 14, 2005
So I have started up a blog at http://sstworld.blogspot.com/ mainly to
put up game history and documentation. A lot of this is already
available in the Files section here, but making it possible to read in
a web browser should get it better exposure.
Not much up yet, but feel free to visit or direct newer players there.
Note: The blog evidently was deep-sixed for at that URL there is a half-baked Chinese poetry blog.
Earthrise
From: http://archive.omgn.com/nexus/?p=458#comments
Earthrise
Without a shadow of a doubt, the single best fansite for the long-running space strategy browser based game Starship Traders is Earthwise. It has the most comprehensive list of ST related links in existence.
Here’s some info on the webmaster from the website:
I have been playing Starship Traders since October 2001 and have had a great deal of fun and dealt with a lot of …ummm “interesting” players since then. My best-know game alias is “Starlion.” I have also been the owner/ moderator of the SST-Alternate Yahoo Group since June 2004.
This entry was posted on Wednesday, September 7th, 2005 at 3:39am and is filed under General. You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.
2 Responses to “Earthrise”
cracken01 says:
September 19, 2005 at 1:02pm
Thanks for the link, but honestly that page is just something I threw together one day.
The links page at SST-Alternate (http://games.groups.yahoo.com/group/SST-Alternate/links) is more up to date, and yes they are publicly accessible to all.
Someday I am planning to make a real Starship Traders fan website using the materials archived at the SST-Alternate Group; the blog at http://sstworld.blogspot.com/ is just a testbed to see if a blog can be used as an easy content-management system or not.
cracken01 says:
September 19, 2005 at 1:04pm
Active link to the SST-Alternate links page:
http://games.groups.yahoo.com/group/SST-Alternate/links
Earthrise
Without a shadow of a doubt, the single best fansite for the long-running space strategy browser based game Starship Traders is Earthwise. It has the most comprehensive list of ST related links in existence.
Here’s some info on the webmaster from the website:
I have been playing Starship Traders since October 2001 and have had a great deal of fun and dealt with a lot of …ummm “interesting” players since then. My best-know game alias is “Starlion.” I have also been the owner/ moderator of the SST-Alternate Yahoo Group since June 2004.
This entry was posted on Wednesday, September 7th, 2005 at 3:39am and is filed under General. You can follow any responses to this entry through the RSS 2.0 feed. Both comments and pings are currently closed.
2 Responses to “Earthrise”
cracken01 says:
September 19, 2005 at 1:02pm
Thanks for the link, but honestly that page is just something I threw together one day.
The links page at SST-Alternate (http://games.groups.yahoo.com/group/SST-Alternate/links) is more up to date, and yes they are publicly accessible to all.
Someday I am planning to make a real Starship Traders fan website using the materials archived at the SST-Alternate Group; the blog at http://sstworld.blogspot.com/ is just a testbed to see if a blog can be used as an easy content-management system or not.
cracken01 says:
September 19, 2005 at 1:04pm
Active link to the SST-Alternate links page:
http://games.groups.yahoo.com/group/SST-Alternate/links
Sunday, August 25, 2013
Starship Traders on the Brink (May 25th 2007)
From: http://archive.omgn.com/nexus/?p=721 :
From the SST-Alternate Yahoo! News Group:
Hello All,
I know many of you that read this will have no clue as to who I am,
but that is ok. I am simply making this post to find out what is
generally considered as a good SST game setup. The current game is in
a miserable state with very little activity. It is my opinion, that
unless something is done soon, this game will die. I understand that
many of you do not play in the TLR round because of your dislike of
the format. Here is my thinking isn’t a little discomfort ok, if it
keeps this great game alive? I know that TLF is still semi-active,
but that game has been closed to new ships, and thus most new players
that could add to our little community are lost because there is so
few people in the other game to help them pass the “newbie†stage. If
real world issues are preventing game time, that is ok and even
comendable–it is a game after all. However, a vote on a good set of
game settings would be greatly apreciatted. I hope if have not taken
too much of anyone’s time, if so I appologize.
Talon Jasra
From the SST-Alternate Yahoo! News Group:
Hello All,
I know many of you that read this will have no clue as to who I am,
but that is ok. I am simply making this post to find out what is
generally considered as a good SST game setup. The current game is in
a miserable state with very little activity. It is my opinion, that
unless something is done soon, this game will die. I understand that
many of you do not play in the TLR round because of your dislike of
the format. Here is my thinking isn’t a little discomfort ok, if it
keeps this great game alive? I know that TLF is still semi-active,
but that game has been closed to new ships, and thus most new players
that could add to our little community are lost because there is so
few people in the other game to help them pass the “newbie†stage. If
real world issues are preventing game time, that is ok and even
comendable–it is a game after all. However, a vote on a good set of
game settings would be greatly apreciatted. I hope if have not taken
too much of anyone’s time, if so I appologize.
Talon Jasra
Saturday, August 24, 2013
House Forsaken in SST
While at least 2 HF members, PresBMK & myself, played in Starship Traders, we did so as individuals, not as an attempted clan or to use the official SST parlance, a team.
Friday, August 23, 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.
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
Changes in the SST Game Announced in 2002
From: http://librenix.com/sst/announce.txt
Hello Traders, For those of you not familiar with the new version, this is a brief overview of the differences: 1) Ship types: There are a total of 19 different ship types in 4 levels. The first level of ships includes only the Corvette, the ship everyone starts out with. A Corvette will hold 60 cargo holds and has 5 equipment bays. That is sometimes abreviated as Corvette [60:5]. The second level of ships are: Schooner [70:15], Frigate [80:10], and Transport [90:5]. To upgrade from a Corvette to one of these costs 100,000 microbots. The third level of ships are: Battleship [100:25], Destroyer [110:20], Cruiser [120:15], Liner [130:10], and Freighter [140:5]. These upgrades costs 200,000. The (10) fourth level ships have the same capacities and base names as the third, but add either Stealth or Hyper capability -- but not both. Hyper ships have a permanent, rechargeable rocket booster and can warp to other galaxies for 20,000 grams of fuel. Stealth ships are not visible to launched scouts (although deployed spies can see them) and, while logged on, are not visible to other players. They are cloaked -- but only while awake. Note that you can attack a cloaked stealth ship, if you can figure out where it is. Use the telnet attack command ( type the letter 'A' ) while in the same sector as the stealth ship to attack. Either of these upgrades costs 400,000. You can downgrade from this level to the same type of ship you originally upgraded from. Then, you can upgrade to a different stealth or hyper ship type. The new ships have slightly fewer cargo holds than the traditional ships, but are more efficient. The fuel use properties are completely different from before. These new ships fight back when attacked, even if they have 0 fighters. Their ability to fight is based on their type, their shields, and to a small degree, on their combat computers. 2) There are ten new pieces of equipment to add to the existing ones (shields, combat computers, homing devices, and rocket boosters). Some only give you access to old features (a Statistics Module lets you do Player listings and Facts of commerce. Others in this category are Scout Launcher, Player Pager, and the Tractor Device that lets you move planets and ports.) The totally new devices are: Planet Scooper (auto trade out planet/port pairs) Planet Locator (find planets from anywhere) Navigation Module (find BH's, Neutrals, TP's) Sector Scanner (see enemy bases, fighter fleets, automatically avoid bases when computrading) Homing Device Launcher (leave HD's in sectors) Black Hole Orbiter (lets you enter BH sectors) 3) Shields and Combat computers are now five times as powerful, four times as expensive, and you are limited to ten of each regardless of how many equipment bays your ship has. 4) Bunkers are different. They no longer store holds, CC's, or shields but will now store fuel. 5) Neutral fighter fleets vary by galaxy. Some galaxies will have very few, very small fleets. Other galaxies will have very many, much larger fleets (up to fleets of about 1800). 6) There are probably 20 minor changes. The largest of those are: there is a small antimatter charge for using the autopilot. You can no longer attack allied fighters or AA bases. Planets productivity goes up with the port prod. bonus, ship types show in 'other players', and rankings. Refunds on traded in equipment are now down to 50%, and the prices of all equipment (except HD's and boosters) is about 10,000. Bunkers are limited to smaller sizes (10 in the test game). The menu has changed slightly to accomodate the new devices and commands. The Jettison leaves a tiny amount of debris in the sector. Homing devices will sometimes stick to your hull even if there is an HD already on it. In that case, the old HD on your ship falls off into the sector to stick to some other passerby. Several minor bugs have been fixed as well, and there are probably a few other new bugs to make up for that. The test game runs at http://starshiptraders.com:4080/ and you can telnet into it at port 4023. Don't bother to log into the test game to access the new features, however, since the newest version also runs in the main games at: http://starshiptraders.com/ and telnet://starshiptraders.com:23/
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.
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.
SST Intro
Starship Traders, or SST as it was commonly known, was originally a BBS game that flourished during the 1980's & 1990's. It made the transition to the Web as a Browser Based Game (BBG) and for a while had a players base that numbered in the thousands despite an interface that made it difficult for a lot of folks such as myself to ever really get immersed in the game.SST ultimately took the Open Source (OS) route that, as with the the case of other OS games such as BlackNova Traders, Promisance & Solar Empire, led to multiple servers and ultimately killed off the game.
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