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- Space Empire Elite - Gameplay


Part 4 - Game Play

   You now know the following:

     1.  The game objectives
     2.  History of SEE
     3.  What each playing piece is

   Now, let's dive right in to the actual game play.

As I mentioned in the beginning of section III, the actual play of the 
game follows a logical progression.  You will be faced with the same 
choices, at the same moment, on each turn.  While this may seem at first 
to be a bit too simplistic, bear in mind that it is this very quality that 
helps make SEE the smashing success that it is.  The game is VERY 
efficient - it doesn't overwhelm you with too many confusing choices at 
one time.  Besides, keeping it simple helps you to concentrate on the 
RESULTS of your actions, rather than what action to take.

The descriptions that follow will be peppered with examples cut directly 
from an actual game.


ENTERING THE GAME:  You enter SEE as you would any other BBS doors game.  
If you are a new player, you will be asked for an alias (if aliases are 
turned "on" by the sysop).  Otherwise, your name as registered on the BBS 
system will automatically be used.  Note, also, that only 25 (or less 
depending on how your Sysop sets up his game) players are permitted to 
play the game at one time.  If the game is already full, you will be 
instructed to try again at a later date.



                                Flash Software 
                                   presents

                    * * *  Space Empire Elite v11.33  * * *

                                by Dick Pederson

                    Support BBS: Flash BBS, St. Louis, MO

               314-275-2040 - 300 to 9600 baud - Fnet Node #224

                        Copyright 1992  Dick Pederson

                               Portions Copyright
                     Carlis Darby, David Pence, Jon Radoff
                   Jurgen van den Handel, and STeven P. Reed



Press [SPACE] to continue....


INFORMATION MENU:  You are now given the option to see how well your 
galaxy is doing.  You may also read the docs (what you are reading now), 
read any update information as bugs are fixed, things are changed and new 
features are added.  You can view recon data on the other galaxies before 
entering the game.  If you decide not to play you may also Quit back to 
the BBS at this time.

SEE Information Menu
====================
 1) Today's News
 2) Yesterday's News
 3) Player's Scores
 4) Hall of Fame
 5) SEE Docs
 6) Update Info
 7) View Recon Data
 Q) Quit to BBS
====================

Your choice ? [1-7  ? = Help  Return Aborts]


MESSAGES:  This is where you find out what happened to you since the last 
time you played.  You will also receive messages sent to you by other 
players, and by other players from other galaxies.  You will also be given 
the opportunity to REPLY to any messages sent to you by a player either on 
your board or another galaxy.


The following happened to you since your last game....


Message from ZAPHOD to ALL - Date 05/01/1991 - Time 10:48:58

> Sent 5,000 Heavy Cruisers to player C on galaxy 2.  Follow me in and
> grab some easy planets.

Reply to Message ? [y/N]


INDUSTRIAL PRODUCTION ALLOCATION:  Now you get to set the percentage of 
each item that is allocated to your total production of your Industrial 
Planets.  You can adjust the percentage that your Industrial Planets 
allocate to each item they produce.  Choosing 20% for each item simply 
means that 20% of all your Industrial Planets are geared toward the 
production of each object.  Keep in mind that the more valuable a piece of 
equipment is, the more it will take to produce it.  Choosing YES to change 
the allocation will prompt you for what percentage you wish to allocate to 
each item and also show you how much of your 100% you have left to 
allocate. You can have your industrial planets produce only one item by 
allocating 100% production to that item if you so choose.  Any combination 
is allowed as long as the total does not exceed 100%.


Industrial Production Allocation
================================
Troop Cloning                10%
Fighter Production           20%
Carrier Production           20%
Defense Station Production   30%
Heavy Cruiser Production     20%
================================
Change Allocation ? [y/N]


INDUSTRIAL PLANET PRODUCTION:  This shows you how many of each item your 
Industrial planets produced based on your percentage of allocation.  Items 
are produced at approximately 2/3 the average cost of what you would 
ordinarily have to pay for them at the Market.  You do not have to pay 
maintenance on these items until the following turn as they are con- 
sidered "new" and do not require any upkeep until your next turn.

As an additional bonus, the cost of maintaining an Industrial Planet is 
half the cost of maintaining an ORE or FOOD planet.


===========================================================================
197600 units of food grown.
12100000 credits worth of Ore has been mined.

You collect 3267300 credits in taxes.

Industrial Planet Production:

Troops Cloned             : 103
Fighters Produced         : 112
Carriers Produced         : 6
Defense Stations Produced : 53
Heavy Cruisers Produced   : 21


Press 

===========================================================================

DECISIONS, DECISIONS...

Next stop is your Empire Status screen.  Here's a sample:


Begin-turn statistics
Empire status
===========================================================================

INSPECTOR GADGET'S Empire
Score:     2600
Turns:     5
Credits:   936137
Pop:       149 Million
Food:      32932 Megatons
Agents:    0
Insurgency:PEACEFUL
Comm.Ship: %0 completed
Military:  [Troops=125] [Fighters=129] [Def.Stations=92]
           [Generals=2] [Carriers=4] [Heavy Cruisers=34]
           [Effectiveness=96%]
Planets:   [Food=3] [Ore=45] [Industrial=10]
You have 8 turn(s) of protection left.
===========================================================================

Your Armed Forces require 10700 credits.

How much will you give? [10700]



Most everything is self-explanatory, so I won't go into great detail about 
the Status screen.  There are, however, three items in the screen you 
haven't been introduced to yet:

1)  INSURGENCY LEVEL.  Insurgency is internal turmoil in your Empire. 
There are several levels of insurgency, ranging from PEACEFUL to UNDER 
COUP.  If you have an insurgency level higher than peaceful, you will have 
the opportunity to lower it down a notch (by paying a fee) in the 
question-and-answer session that immediately follows the Status Screen.  
Insurgences are raised by either some other player (or players!) from 
another galaxy performing Terrorist Operations on you, or by your own 
carelessness in feeding and paying your Empire.

2)  EFFECTIVENESS.  The Effectiveness rating is a percentage rating of 
your soldier's, fighter's or defense station's, and heavy cruiser's 
ability to function in battle.  Effectiveness is lowered by either another 
player performing a Terrorist Operation called  "Demoralize Troops" 
(prostitutes and liquor are sent in to corrupt your forces), or by you 
fighting too many losing battles.  You can raise your military effective- 
ness by paying a fee in the question-and-answer session that immediately 
follows the Status Screen.  Your effectiveness rating is a major deter- 
mining factor in how strong your forces are in combat.

3)  PROTECTION.  When a new players begins, they are afforded 20 turns of 
protection.  This is to help keep the larger, more vicious Empires from 
hungrily swallowing up the smaller Empires before they have a real chance 
to build up a reasonable level of protection.  This feature means that, 
for 20 turns, you can not be attacked or molested with Covert Operations 
by ANY player.  Protection is also MANDATORY if the sum of your total 
planets is 200 or less.  An empire under 200 planets is not considered to 
be developed enough to attack other empires. Once 200 planets has been 
reached you may void any remaining protection by attacking other players 
if you so choose.  Otherwise your protection will expire at 20 turns no 
matter how many planets you have.  You will then be treated as a player 
who has exceeded 200 planets.  

During the first 5 turns of protection, your income is based solely on 
your own possessions.  Once you have played 5 turns, you will receive 
taxes based on the size of the other players in your galaxy.  You are all 
allies, after all, so why not share the wealth. These taxes are received 
at a rate of 120 credits for every million in population for every member 
of your galaxy.  This can add up to quite a bit once your galaxy gets to 
be of sufficient size.  These taxes are paid to you on each turn as well. 
Once your empire reaches 200 planets, it is large enough to be recognized 
by the Galactic Trade Commission, and your trading lanes will be opened 
allowing you to trade with others.

4) COMMAND SHIP PERCENTAGE.  A tough command ship is important to any 
fleet.  A 100% Command Ship rating will increase the strength of your 
Forces's by 20%.

QUESTIONS, QUESTIONS, QUESTIONS!!

At the very bottom of the Status Screen is your first question. This is 
the first in a series of questions you have to answer regarding payment of 
funds and the purchase/allocation of food supplies.  The number in 
brackets at each prompt indicates the exact required amount - pressing a 
bare  will allocate this amount for you.

In the first block of questions, you will have to pay your Armed Forces, 
pay to raise your Military's effectiveness level (if you so desire), pay 
off Insurgency levels higher than PEACEFUL, pay your Crime Prevention 
Agencies, and pay to support your planets (there is a fee for EACH planet 
you own).

Note that if you do not pay your Planets/Forces enough credits, you will 
be given a message and an opportunity to reenter your amounts.   Failure 
to pay your forces will result in the loss of 50% of your forces.  Fail- 
ure to pay your planets will result in a CIVIL WAR!

THE FOOD COMMON MARKET

You will now enter the Food Common Market:


Welcome to the Food Common Market...
Current quantity available is 1730000.
Food is in LOW demand.
You currently have 32932 megatons of food.
Would you like to [b]uy, [s]ell, or [C]ontinue?


The Common Market works very simply:  you can buy or sell food, or just 
bypass it if you desire.  Note, however, that the Food Market comes JUST 
BEFORE you have to feed your military and your population. MAKE SURE you 
either have enough food on hand, or that you purchase enough to feed 
everyone.  Prices in the Common Market will fluctuate with supply and 
demand, and at times food may even run out entirely. In that case, you 
will have to rely on your own food stores to feed your Empire.

BUY, BUY, BUY...


Next stop is the Market:


Government spending...

Current market prices :
 #  Item             Price     Owned
---------------------------------------
<1> Soldier Troops   1207         25
<2> Fighters         1571          0
<3> Def. Stations    1942         62
<4> Generals         13512         2
<5> Command Ship     60366        0%
<6> Colonize Planet  44684        99
<7> Covert Agents    5165          1
<8> Heavy Cruisers   6600          0
<9> Carriers         14929         1
<0> Done
---------------------------------------
Your credits amount to 928398, 3 turn(s) left.

Which would you like to buy [1-9], [s]ell, or [C]ontinue ?


This is entirely self-explanatory and very simple to use.  Note that the 
column on the far right indicates how many of each item you already own.  
Make your selections and spend your credits as you like.  Prices WILL go 
up/down in accordance with the size of your Empire.  What you purchase, 
when, and in what amounts, will greatly determine the fate of your Empire 
and how well you perform in battle. I can't give you any advice here - it 
all depends on the factors that surround you such as the relative strength 
of your opponents, etc.

A word about Purchasing PLANETS:  There are 1000 planets available for 
purchase at the beginning of the game.  Planets are generated daily based 
on the number of players you have in the game.  The more players you have, 
the fewer planets are generated.  This is to help smaller Galaxies who are 
involved in Intergalactic play (discussed later). There will probably not 
be enough planets generated for everyone, and your only option may be to 
find someone to attack and steal planets from (successful attacks yield 
planets).  To keep things fair, however, Empires with less than 200 
Planets will ALWAYS find some Planets to buy until they have exhausted 
their protection. Once 200 Planets has been reached or protection is 
voided, you will only be allowed to purchase a limited number of planets 
per turn (provided there are some available).  Above that, things get 
hazy.  Good luck!

A word about Selling Items:  If you choose to sell items, you will be 
given another prompt asking you which item you wish to sell. You may only 
sell Troops, Fighters, Defense Stations, Generals, Heavy Cruisers, and 
Carriers.  Items sold back to the market are sold at 1/2 the current 
Market value.


TO BATTLE...!!

You will not be given the attack menu until your empire has exceeded 200 
planets or your protection has expired.  Until then your empire is not 
considered developed enough for combat.

The Battle Phase comes next.  Here's what you might see:


Battle phase!


Which Player? [A-Y, '?' for list, Return aborts] LIST PLAYERS


List of Players/Scores.
-----------------------

     Name                                  No. P     Score
==========================================================
A    THE SATHARIAN EMPIRE                    993         0
B    PROF PRLWYTZKOFSKY                       47     13786
C    007                                     829    100593
D    YAZZ                                     54     18848
E    THE SUNDOG EMPIRE                        21     18455
F    DR. MAC LYNCH                             2       800
G    ORAC                                    618     22642
H    RED CLOUD                               247     36245
I    ELITE                                     2       800
J    GIANT                                   389     57431
K    THE HOUSE BOMBER                        410     67396
M    PRICK GHASTLEY                          421     41394
N    ZAPHOD                                    1       200
O    THE SURGEON                               2       200
P    Y.A.N.E.                                 96     41644
Q    NEW EMPIRE                                4       800
R    DPJ                                      14      2888
S    INSPECTOR GADGET                        119      3300
T    NOVA                                      4       800
==========================================================

Which Player? [A-Y, '?' for list, Return aborts] THE SUNDOG EMPIRE

Since you still have protection, attacking someone else will void it
Attack THE SUNDOG EMPIRE? [y/N] No

Which Player? [A-Y, '?' for list, Return aborts]


Note that successful battles yield planets.  Unsuccessful battles lower 
your military's efficiency rating a bit.  Obliterating another Empire 
leaves you with the spoils - their machinery and their credits.  This is 
not recommended in Intergalactic play but is an option that is necessary.  
It should be used to deal with a player who does not wish to cooperate 
with the other players.  The planet yield from these attacks is small at 
best.  It should be used as more of a police action than an effort to 
destroy an empire.


TRADING...

You are not given this option until your empire has exceeded 200 planets 
or your protection has expired.   Your empire is not consider a Trade 
interest to the larger empires.

After your battle (if you chose to pick a fight), you will be given the 
opportunity to trade with your allies.  Remember that in order to trade 
you must have enough carriers to handle the load.


THE INTER-BBS FEATURES OF SEE

You will now be given the opportunity to perform the following operations 
against OTHER BBS's that are "Spacenetting" with the BBS you are playing 
on:

Do you wish to perform Inter-Galactic Operations ? [y/N] Yes

Inter-Galactic Operations   Price
=================================
1) Send Recon Group          Var.
2) Send Terrorist Group    500000
3) Form SDG Party            Var.
4) Join SDG Party            Var.
5) Individual SDG Strike     Var.
6) S.O.E. Missions           Var.
7) Send Message             50000
8) Death Star Operations     Var.
0) Do Nothing
=================================
Your choice ? [1-7, ? = Help]


You may only perform options 1 and 7 while you are still under pro- 
tection.  In addition, not paying your Forces will also forfeit your 
Intergalactic options for that turn.

1) Send Reconnaissance Group. 

   You can send a RECON to either spy on an entire BBS or a particular 
   player.  Just sending a RECON group to spy on an entire BBS (to see 
   "who's who" in a Galaxy), costs NOTHING and always works. If you send a 
   RECON group to spy on a particular player in a Galaxy, the results are 
   a normal SPY covert operation.  The chances of getting caught are the 
   same as with normal Covert Ops. Also, spying on a certain player will 
   cost...100,000 credits! 
   
   A RECON group is sent out automatically each night to each Galaxy in 
   the League in which you reside, providing your Intergalactic Link to 
   that Galaxy is not cut.
   
      
2) Send Terrorist Group.

   Terrorist Operations are some of the most exciting and interesting 
   features of SEE.  They can be very effective, done in the right 
   combination, to soften up an enemy for an attack, or keep an enemy from 
   rebuilding.

Terrorist Operations
---------------------------
1) Blow up Food Stores
2) Bomb Enemy Barracks
3) Bomb Intelligence Agency
4) Bomb Civilian Targets
5) Support Dissension
6) Demoralize Troops
7) Bomb Fighter Bays
8) Chemical Warfare
9) Undermine Economy
0) Do Nothing
---------------------------
Your choice ?

   1) Blow up Food Stores
      If successfully, destroys some or all of your target's food supply.

   2) Bomb Enemy Barracks
      If successful, this kills off a portion of your target empire's 
      Generals.

   3) Bomb Intelligence Agency.
      If successful, this destroys a portion of your target empire's 
      Agents. This will cause your Agents to be less effective and also 
      weaken your resistance to further Terrorist Actions.

   4) Bomb Civilian Targets
      If successful, this option will cause rioting and general unrest, 
      thereby causing your opponent's Insurgencies to rise.  This action, 
      if used repeatedly could raise their Insurgency's to the point of 
      the maximum Insurgency (Under Coup).

   5) Support Dissension
      If successful, causes 15 - 25% of your opponent's soldiers to go 
      AWOL.

   6) Demoralize Troops
      If successful, you send liquor and tawdry women into your opponent's 
      military camps and reduce his Army's Effectiveness rating by a 
      substantial amount.

   7) Bomb Fighter Bays
      This sabotage technique, if successful, will destroy a portion of 
      your target's fighters as they sit in their bays.

   8) Chemical Warfare
      This option releases deadly and toxic gas on a portion of your 
      target's population thus causing deaths.  The result is a reduced 
      population which also result in fewer tax credits.

   9) Undermine Economy
      This option causes a portion of your opponent's economy to be 
      flooded with counterfeit currency.  The result is a loss in the 
      value of their credits, thereby effectively reducing the number of 
      credits your opponent has.


3) Form Search-Destroy-Grab Party.

   Just like it says, form an attack party. You do NOT need to have done a 
   RECON at the Galaxy you wish to attack. (Unless against (O)ne) You can 
   also set the number of days the party will wait before departing.  This 
   gives other players on the BBS time to join the party! .  This 
   operation may be against an ENTIRE BBS or ONE player on another BBS. If 
   the SDG party makes it through, the "victim" or "victim" galaxy  
   automatically rounds up 50 percent of each player(s) Troops, Defense 
   Stations, and Heavy cruisers as a donation to repel the attack.  (Note 
   that those who may be under New Empire Protection will never know their 
   Galaxy was attacked). If the SDG party completes their mission 
   successfully, they will grab 10 percent of each player(s) planets in 
   the "victim" galaxy/ empire.

   But wait, there's MORE to this little escapade!  When you join and/or 
   form an SDG party, you will own a certain "share" of the enterprise.  
   When the party returns, you will receive your share of the returning 
   forces.  Therefore, you could send 1000 Troops, 1 Fighter, 1 Heavy 
   Cruiser, and earn in return a 25 % return on your investment!  If you 
   have a 25% share of the party, you will get back a 25% share of forces 
   that were sent as well.  If you only sent 1,000 Troops, but there were 
   Fighters and Heavy Cruisers in on the attack, you will receive a 25% 
   portion of those that come back as well.

4) Join Search-Destroy-Grab Party.
   This allows you to join an existing Group SDG party, started with 
   option 3.

5) Individual SDG strike.
   Attack 1 player in another Galaxy, if you win you'll receive 20% of the 
   victim's planets....

   You also receive points based on the number of planets you take from 
   the other galaxies.  You also lose points if your attack is un- 
   successful so make your attacks count!

6) S.O.E. Missions


  *** Special Operations Executive ***

No Mission                          Cost
=========================================
1) Send Scouts                      1 MCr
2) Bomb Food Common Market          1 MCr
3) Sabotage InterGalactic Link      5 MCr
4) Bribe The Satharian Empire       5 MCr
=========================================
Your Choice ?

   1) Send Scouts.
      This option, if successful will put a scout in the target BBS. The 
      Scout will report on attacks that are formed, or any Death Stars 
      that are under construction against your BBS for three days.  The 
      scout may not always be able to report back complete information.

   2) Bomb Food Common Market.
      This option, if successful will blow up part or all of the target 
      BBS's Food Stores.

   3) Sabotage InterGalactic Link
      This option, if successful will cut the "Link" between your galaxy 
      and the target galaxy.  NO Intergalactic operations may be sent from 
      either BBS until the Link is restored.  Once the link is restored, 
      both galaxies must wait 2 days before attempting to Sabotage the 
      link again.  This is best used as a defensive man- euver, because 
      cutting the link will not only keep them from attacking you, you 
      will not be able to attack them either.

      Because of inherent delays in networking traffic, some attacks from 
      a BBS that has successfully cut your link may still hit you until 
      the mission returns and cuts the link on their end as well.  At that 
      time it will cut their link for the same number of days as it did 
      yours.  If it takes two days for them to get their link cut info 
      back, your link will come up 2 days prior to their's.

   4) Bribe The Satharian Empire.
      This option, if successful will increase the amount of havoc the 
      Satharian Empire plays on the target BBS.

7) Send a Message
   Seems pretty clear by me.

8) Death Star Operations

Death Star Operations
=========================
1. Construct Death Star
2. Form Death Star Strike
3. Join Death Star Strike
0. Do Nothing.
=========================


    1. Construct Death Star

    Choosing this option allows you to begin funding a Death Star.  The 
    Death Star will not actually begin construction until it has been paid 
    for in full.

    When you choose the option, you will be prompted for which Galaxy you 
    wish to construct it for.  Choose carefully because only one can be 
    Funded/Constructed at a time.  This is definitely something you want 
    to discuss with the other players.  When you choose, you are prompted 
    for the number of MegaCredits you wish to contribute.  You have to pay 
    in MegaCredits. Face it, if you can't afford 1 MegaCredit don't 
    bother.

    The cost of the Death Star is based on the overall strength rating of 
    your Galaxy.  The overall strength of a Galaxy is based on two 
    factors: the number of players, and the number of planets.   A Galaxy 
    with a few players and a large amount of planets, would have to pay as 
    much as a larger galaxy with fewer planets.  The cost of construction 
    may appear a bit much on the surface.  Take into consideration that it 
    SHOULD be contributed to by all, you have to pay for any SDG's you 
    send and the fact that you will not lose any forces that you will have 
    to pay to replace, as you would in an SDG.
 
    At this point SEE will keep track of how much has be contributed to 
    the Construction.  If another player chooses the option, they will be 
    told that there is one being funded and will be asked to contribute to 
    the remaining balance.

    Once the Death Star is fully funded, construction begins immediately.  
    The construction period is 7 days. Once construction begins, you MAY 
    NOT begin construction of another Death Star until that one has left 
    for its destination.

    The Death Star will become stronger and stronger each day.  If it 
    leaves without any counter attack being sent against it by the 
    destination board, it will leave at 100% strength.

    The overall strength (not percentage strength) it will eventually 
    reach is based on the size of the BBS you are attacking.  It is less 
    powerful for smaller boards, otherwise they would never survive.

    Progress of the construction process is reported in the daily news 
    telling you the current percentage of strength and number of days 
    until the Death Star is complete.  It WILL NOT report on the 
    destination in the daily news in case you have "spies" from 
    unfriendlies that have a tendency to roam your BBS.

    2. Form Death Star Strike

    This option is much like the form SDG Party option but it is directed 
    at a Death Star.  The only way to detect if a Death Star is being 
    constructed is by means of Scouts.  A Scout will only report IF the 
    Death Star is actually being constructed, NOT if it is simply under 
    funding. Scouts may or may not report back the days until departure, 
    or the present strength of the Death Star.

    Once you know that the Death Star is under construction, you can form 
    a Death Star Strike.  This is an attack force consisting ONLY of 
    fighters and of course the carriers to transport them. Because of the 
    design of the Death Star's shields, the fighters are the only craft 
    that are able to penetrate their shields.

    You can form multiple strikes, but keep in mind that the more you 
    send, the better your odds of destroying the Death Star before it 
    leaves. Since the Death Star has a strength rating everyday (it builds 
    up), if it can be beaten down to a 0% strength rating by a strike, the 
    Death Star will be destroyed on its own doorstep.  Keep in mind though 
    that any size force will have some effect.  If you can't destroy it, 
    at least weaken it so that it is not as powerful when it arrives.

    Forces will return and report the amount of damage they have 
    inflicted.


    3. Join Death Star Strike.

    This function is like the Join SDG as you simply add fighters to an 
    existing Death Star Strike.


    0. Do Nothing

    Self-explanatory.


What the Death Star Does

If the Death Star leaves your Galaxy without being totally defeated, news 
of its departure will be in the daily news, stating its Strength and 
Target.  When the Death Star arrives at its destination, it will 
immediately DESTROY 10% of each players planets.

Now the GOOD news.  To get rid of the Death Star, the players MUST attack 
it and destroy it and it MUST be attacked with fighters.  They will be 
prompted each turn after the Trading option, whether or not they wish to 
attack the Death Star.  If they do not work together to destroy it on the 
first day, the Death Star will repair itself 5% during maintenance and 
then destroy 5% more of everyone's planets.

This will happen on a daily basis until the Death Star is finally 
destroyed.  The Death Star will send you a message on a daily basis as to 
how much damage it is doing.  And when it has finally been destroyed.

Keep in mind that the Death Star is a TEAM weapon, so in order to defeat 
it quickly, you must use teamwork and be organized.  A Death Star is by no 
means impossible to destroy on the first day.  It will be virtually 
impossible to do so, however, unless teamwork is used.  One 100,000 
Fighters attack will do considerably more damage than ten 10,000 Fighter 
attacks.


After completing Intergalactic Operations you will be asked if you wish to 
continue.  If not, or if you are out of turns, you will proceed to the 
MESSAGES.



MESSAGES!

Last, but not least, is the fantastic Space Empire Commlink message 
system.  After your last turn of the day (or if you opt to end your turns 
and return later), you are invited to send message traffic to other 
players in the game.  The message system emulates a FoReM message editor, 
and has all the features including word-wrap. You can send messages to 
individual players, All players, or selected groups of players.  You can 
also send messages to 'All except'.  Using this method, you can send a 
message to everyone except your enemy or enemies...useful for coordinating 
large-scale secret attacks!  The recipients will receive your message at 
their next logon.

SAMPLE MESSAGE SESSION:


Use the Space Empire Commlink? [y/N] Yes

You can send 5 messages.

Which Player? [A-Y, Z = to ALL, '?' for list, Return aborts] THE SUNDOG
EMPIRE

Enter THE SUNDOG EMPIRE a message.

press /H for help

1) Howdy .....
2)
3) /s

Message saved :1 line(s).

Send Anonymously ? [y/N] Yes

Another? [y/N] Yes


You can send 4 messages.

Which Player? [A-Y, Z = to ALL, '?' for list, Return aborts] to ALL

Send a message to ALL, except :

Which Player? [A-Y, '?' for list, Return aborts] LIST PLAYERS


List of Players/Scores.
-----------------------

     Name                                  No. P     Score
==========================================================
A    THE SATHARIAN EMPIRE                    993         0
B    PROF PRLWYTZKOFSKY                       47     13786
C    007                                     829    100593
D    YAZZ                                     54     18848
E    THE SUNDOG EMPIRE                        21     18455
F    DR. MAC LYNCH                             2       800
G    ORAC                                    618     22642
H    RED CLOUD                               247     36245
I    ELITE                                     2       800
J    GIANT                                   389     57431
K    THE HOUSE BOMBER                        410     67396
M    PRICK GHASTLEY                          421     41394
N    ZAPHOD                                    1       200
O    THE SURGEON                               2       200
P    Y.A.N.E.                                 96     41644
Q    NEW EMPIRE                                4       800
R    DPJ                                      14      2888
S    INSPECTOR GADGET                        119      3300
T    NOVA                                      4       800
==========================================================

Which Player? [A-Y, '?' for list, Return aborts] 007

Which Player? [A-Y, '?' for list, Return aborts] ORAC

Which Player? [A-Y, '?' for list, Return aborts] NOBODY

Enter a message to ALL.

press /H for help

1) Hello this message is just
2) a test to see if it is working
3)
4)       Greetinx, Jurgen
5)
6)                             
7) /s

Message saved :6 line(s).

Send Anonymously? [y/N] No

Another? [y/N] No



MISCELLANEOUS NOTES:

*  Even though you may have used up all your turns for the day, you can 
still log in with SEE to check for messages and send messages. You will 
also see your Status Screen.

*  When you're under New Empire protection, buy up all the Planets you 
can, and concentrate on ORE planets for the cash you'll need.  When you 
get down to the last few turns under protection, back off on Planets 
purchasing and start building up your military.




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This page is maintained by Daron M. Brewood - NeST Coordinator
Please mail me if you have any corrections or additions to this page.