Issued to Commander Jameson on graduation · Lave Station · Galactic Co-operative of Worlds
Your First Flight
You have a Cobra Mk III, one hundred credits, a pulse laser and no
reputation whatsoever. Nobody is going to tell you what to do next, which
is rather the point. But here is a first hour that works.
Buy cargo. Press M at the station for the market.
Lave is a rich agricultural world, so its food, textiles, liquor and
furs are cheap. Buy something and fill the hold.
Pick somewhere to sell it.N opens the short
range chart. Anything inside the dashed circle is within your fuel.
Industrial worlds pay well for what agricultural worlds grow.
Target it and jump. Move the cursor with the arrow keys,
press ENTER to target, then L to launch and
H to make the jump.
Fly to the station. You arrive a long way out. Point at the
planet and press J for the torus drive; it cuts out near
anything solid, including pirates.
Dock. Line up with the rotating port and go in slowly.
See Docking. It is the hardest thing you will do
today.
Sell, refuel, repeat. And this time buy a little more.
A worked first run
From Lave with the standard hundred credits, computed against this
game's own market model:
Buy
At
Sell at
Jump
Profit
19t Alien Items
97.3 Cr
Reorte
4.4 LY
+22.8 Cr
20t Liquor/Wines
46.4 Cr
Zaonce
5.7 LY
+16.0 Cr
20t Liquor/Wines
46.4 Cr
Leesti
3.8 LY
+12.0 Cr
Prices drift from day to day, so treat these as the shape of a good
run rather than a timetable. A full tank costs under three credits,
so it is fine to spend nearly everything on cargo.
You will also see fat margins on Narcotics and Slaves.
Those are illegal. Carrying them makes you a target for the police,
and getting caught costs more than the run is worth. Until you know what
you are doing, anyway, and then it is your business.
Your Ship
A Cobra Mk III. Fast, tough enough, and with a hold big enough to make
a living. Everything on the console tells you something that will
eventually keep you alive.
Fore / Aft shields
Take damage before your hull does, and recharge on their own. They
are directional: a ship behind you drains the aft bar. Turning to
face an attacker puts a fresh shield between you and it.
Energy
Four banks. What is left after your shields fail. When it reaches
zero you are dead. Also fuels the ECM and the energy bomb, so
burning it defensively is a real trade.
Fuel
Seven light years, in tenths. Only hyperspace consumes it; flying
about a system is free. Refuel at any station, or skim a sun if you
have fuel scoops and steady nerves.
Cabin temperature
Rises near a sun. Ignore it and you cook.
Laser temperature
Rises as you fire. Let it max out and the laser cuts out exactly
when you need it, so fire in bursts.
Scanner
The ellipse at the centre of the console. You are the middle; the
stalks show whether a contact is above or below you. Red is hostile,
green is not, yellow is the station.
Controls
Two layouts. Classic is the 1984 BBC Micro scheme and the
default; Modern is WASD. Toggle with B when docked.
Arrow keys fly in both, flight-style, so pull back to climb.
Loading bindings…
These tables are generated from the game's own keymap, so they cannot
fall out of step with what your keyboard actually does.
Trading
The whole economy turns on one idea: worlds are short of what they
do not make. Every commodity has a price that slides with the
local economy, and the two ends of that slide are where your money is.
Buy on agricultural worlds
Food · Textiles · Liquor/Wines · Furs
Grown cheaply where there is land, wanted badly where there is not.
Buy on industrial worlds
Machinery · Computers · Alloys · Luxuries
Made cheaply where there are factories, wanted badly where there are none.
So the classic run is a short hop between neighbours at opposite ends
of that scale, carrying one thing out and a different thing back.
Poor worlds have the sharpest prices and the worst company.
Contracts (C when docked) pay better than cargo for
the same journey: deliveries, courier work, and bounties on pirates.
They have deadlines. Missing one costs you the fee and some standing.
Hyperspace & the Charts
N gives the short range chart, your neighbourhood, with a dashed
circle showing exactly how far your remaining fuel will take you. G gives the whole galaxy: 256 worlds, all of them
real, all of them generated the same way they were in 1984.
Move the cursor with the arrows, ENTER to set your target,
D for a full report on the world under the cursor, and
F to search by name. Then H in flight to jump.
You arrive at the witch-point, a long way out from the planet, and the
journey in is part of the game. That is what the torus drive
(J) is for. It disengages near anything with mass: a planet, a
station, or somebody who wants your cargo.
Docking
The single most feared manoeuvre in space, and rightly. The station
rotates. The docking port rotates with it. You have to arrive lined up
with a slot that will not hold still.
Approach the face with the port on it. An amber marker shows where
the port is, with an arrow at the screen edge when it is behind you.
Get on the axis, straight out from the port, not off to one side.
Roll to match the port's rotation. This is the part people
miss. The opening is a letterbox, and your ship has to be the same
way up as it is.
Slow down. Then go in. The marker turns green and reads
DOCKING PORT — LINED UP when you have it.
Get it wrong and you bounce off the hull with a bang and a dent in
your shields. Get it wrong at speed and you die.
When you have the money, buy a docking computer. It is the
least glamorous purchase in the catalogue and the one that will do
most for your quality of life.
Trouble
Pirates
They want your cargo, and they size you up before committing. A fat
hold on a soft ship draws a crowd. Anarchies are worst.
Jettison (Y)
Throwing cargo out genuinely works. A pirate who gets paid loses
interest; this is an escape, not a donation.
ECM (E)
Destroys incoming missiles. Costs energy. A missile you do not
answer will take most of your shields with it.
Police
Vipers, and they are good. They care about contraband and about
who shot first. Shoot a clean ship near a station and you will find
out how good.
The law
Your legal status follows you across the galaxy. Offender is
inconvenient; fugitive means every Viper in the system.
Gangs
Organised, well equipped and coordinated. They fly as a unit rather
than a mob. You will not meet one until you are worth the
trouble. Consider that a compliment and then consider leaving.
Equipment, roughly in the order worth buying it
A large cargo bay, because every run then earns more.
Fuel scoops. Free fuel from suns, and they let you collect
cargo canisters from things you have shot.
The beam laser is the first upgrade that changes a fight.
An E.C.M. system answers missiles.
A docking computer. See above. Buy it.
Escape pod. Cheap insurance. You lose the cargo and the ship,
but you keep being alive.
An extra energy unit recharges you faster, which in a long fight
is worth more than it sounds.
Military laser, galactic hyperdrive, energy bomb. For when money
is no longer the problem.
Stations only sell what their tech level supports. The good things are
on the high-tech worlds, which are usually the safe ones.
Ratings
Your combat rating is the only score that matters, and it moves
slowly. It starts at Harmless and ends, for almost nobody, at
E L I T E.
Harmless · Mostly Harmless · Poor · Average · Above Average ·
Competent · Dangerous · Deadly · E L I T E
Tougher opponents count for more, so the ladder is climbed by picking
harder fights, not more of them. Reaching the top is the whole game.
Most commanders die Competent.
The Long Way Out
The original shipped with a novella in the box. So does this one:
an original story in five chapters,
together with papers from the eight galaxies: a GalCop advisory on how
pirates size you up, obituaries from the Tionisla Chronicle, a dead
pilot's log, and the bar-talk about the Dark Wheel.