Space rainders race. Space Rangers

  • 07.06.2021
Yuri Nesterenko Programmers Dmitry Gusarov, Alexey Dubova Artists Alexander Pitunin Composers Victor Krasnokutsky, Pavel Stebakov, Grigory Semenov Technical data Platform Windows 95 ,,,,,, Vista, Game mode single player game Carriers and Steam Systemic
requirements Pentium 233 MHz, 64 MB of RAM, 300 MB HDD, video card supporting 800x600 16 million colors, 4-speed CD drive Control Keyboard, mouse Official site

Space Rangers - A computer-fista-style computer game developed by the Russian Elemental Games Studio. Published by 1C in 2002. In the West, the game was released called Space Rangers.. The game belongs to the genre of "epic games" with elements of RPG, step-by-step strategy, text quest and arcade.

The game tells about the confrontation between the Galactic Commonwealth, consisting of five races and invading Clisan forces - an unknown, aggressive-minded form of life. The player will act as a Ranger volunteer, a participant in the organization created specifically to combat Cleanners.

Encyclopedic YouTube.

  • 1 / 5

    Quests are tasks that are usually issued by governments of various planets (although there are exceptions). The quest on the planet can only be obtained if the government refers to the player at least "good". To fulfill the task, the Government's attitude to the player improves to the degree of "excellent", the reputation is worsening to the level of "badly". In a reward for completing the task, the player receives money and in some cases artifact, equipment, Ranger glasses or medal. Any quest can be complicated and simplified. Depending on this, the deadline for the task and the size of the award will change. To complete the task, sometimes you just need to perform the task, and sometimes go back on the planet-customer. In total, in the game 120 ordinary tasks and 26 texts.

    Role-playing system

    The pilot of each ship in the game has 6 skills: accuracy, maneuverability, trade, knowledge of technique, charm, leadership. Each skill has 5 development steps. To move from one stage to another, glasses are required, which are charged for the transfer of protoplasm - a special substance of the clizans. The number of points needed for another increase in skill is growing in arithmetic progression. Depending on the selection of the initial race and class, the player at the beginning of the gaming party has already studied several skills stages. The total number of points (including spent) determines the position of each Ranger in the global ranking.

    In addition, there are military glasses for which Rangers receive military ranks. Points are accrued for the destruction of ships and the release of captured systems. The player can only hire those Rangers who are hence the rank. At a certain stage, the military handed the player to the Ranger Hyperpro-sponsor delayer - a device that shows the number of pirates in hyperpriced bunches.

    Development

    The starting point of creation Space Rangers.»Served" General"Written by Dmitry Gusarov, afterwards - the head of development Space Rangers.. Thanks to the Internet, he managed to present the game " General»A wide enough circle of players, among which there were several enthusiasts wishing to make games. So gradually there was a New Game Software Studio, subsequently renamed in Elemental Games. Many ideas were drawn from the films of the Star Wars, and races from the series "Babylon-5". In addition, the film "Kin-Dza-Dza" and the works of science fiction writers were provided.

    The development of the game was carried out for about three years and ended at the end of 2002. The development of all elements of the game was implemented by the Studio itself in Vladivostok. The exception was music and plot.

    To create the game, developers used their own engine. This was done due to the lack of suitable analogues and to implement their own finds (for example, twisting 2D planets). Music and sound wrote Victor Krasnokutsky (K-D Lab), Pavel Stebakov (Nikita) and Grigory Semenov (Skyriver Studios). The plot was developed at the very end when the bulk of the work was already done, and was written by Yuri Nesterenko. Development was free, and some things had to pay for developers themselves.

    The developers managed to attract the attention of the company, and she agreed to publish the game, and also allocated money to develop the second part of the game - " Space Rangers 2: Dominators" After the release of the second part of the game, a split occurred and Alexey Dubova left it, leaving the name of Elemental Games. The "old" EG became known as Katauri Interactive, where the main part of the team remained. Elemental Games, mainly now consists of a group of enthusiasts from the forum led by a personnel officer Alexei Dubov.

    Publications and patches

    • patch 1.2 - improving arcade battle, editing balance, strengthening of AI;
    • patch 1.3 - For information on the lifetime points of the ships, a scanner is required (earlier radar), the appearance of a warehouse on the planets;
    • patch 1.6 - processing of starting conditions, an increase in price spreading, increasing the functionality of the information center, the complication of the upper levels of complexity.

    The game was also reprinted in version 1.7.2 on DVD ". In version 1.7.2, the physics of ships is slightly improved. Patch to this version (patch 1.7.2 in the form of a separate file) was not released.

    Abroad, the game was published Micro Application and (in the Czech Republic, Bulgaria, Hungary, Poland and France).

    The developers were released the following additions to the game: editor of text quests, the module of connecting them to the game and the addition to change the floor of the main character on female.

    Criticism

    The development of the game was practically not covered in the press, so the release of the game for many gaming observers was a surprise.

    The game received many positive feedback in the press and subsequently at the players. Many journalists first assumed that the game refers to the category of those who live on a hard disk for no longer than one evening, however, having played a little bit, changed their opinion on the opposite diametrically.

    In addition, the author conducted parallels between races of the game and modern nations: "Galtsy - Americans, Fenyang - Japanese, people - Russians, Miles - Chinese, Perelege -" Galactic liquidassons " . Site ag.ru noted that

    "Gone in the last days of December, a game, oddly enough, is the best domestic project of 2002. Moreover, she is worthy to be called one of the best games of the past year at all. The unique combination of RPG, Adventor and Arcade delays more than anything Or, do not give God, Morrowind.. Yes, and the overall fantastic orientation allocates "Rangers" from a long series of fantasy roleviks. "

    Anyway, most specialists allocated the "living world of the game", "the capture of the gameplay" and "uniqueness of the game". However, many observers noted the fact that the publisher does not pay due attention to the "promotion" of the game. According to Dmitry Gusarov, the popularity " ranger»Provided journalists.

    In the West, the output of the game was bypassing the largest game sites. " Space Ranger"They did not even put an assessment. The developers so responded about the promotion of their game to the West:

    "For some reason, the American market does not see the raisin in our game, ignoring the project. Actually, we are not particularly experiencing about this. We, understandable, want our game to come out all over the world, including Zimbabwe. "

    Awards

    Reviews
    Initial publications
    EditionEvaluation
    Computer Gaming World.9,0/10
    Russian-speaking editions
    EditionEvaluation
    Absolute Games.90%
    Game.exe.4,7/5
    PC
    gambling addiction9/10
    NIM8,0/10
    Country of games8/10
    Awards
    EditionReward
    Lki.Crown magazine
    PCThe best game of the magazine magazine

    The game " Space Rangers"Received a lot of awards as in ordinary reviews and by the end of the year.

    In the following editions, the game was marked by special signs of differences:

    • Game.exe magazine - "Our Choice"
    • Magazine "Country of Games" - "Gold: Editor's Choice"
    • Journal "Best Computer Games" - "Crown"
    • Magazine "Home PC" - "Editor's Choice"
    • Website AG.RU - "Our Choice"
    • Computer Gaming World Log - "Editor's Choice"

    In addition, the game was noted in the final results of the year:

    • Site Play.ru - "Glas of the People" and "Game of the Year"
    • Site crpg.ru - "The best role-playing strategy"
    • Website ag.ru - first places in nominations for 2002: "The best game of the year", "Best Russian game", "The Best Strategy of the Year"

    Continued

    « Space Rangers"Many basic principles used in the second part of the game were laid. This is the illusion of the living world, a combination of a variety of genres. In addition, the plot and texts in the game " Space Rangers 2: Dominators»Send the player to the first part.

    On April 18, 2012, 1C-Softklab and SNK-GAMES company announced the continuation of the series - the project " Space Rangers HD: Revolution" The plot of the game is again twisted around the war of the coalition of organic races and reasonable robots of the detrotor, and the campaign can be held for the pirate or agent under cover. As in the original game, the actions of the hero will be to some extent to influence the development of the plot. In addition, the game will improve the graph, and support vertical synchronization and smoothing will appear. The game came out on March 15, 2013 in Steam. .

    see also

    Links

    • Interview with developers on Ag.Ru Player (Rus.)

    History of creation of the game

    The starting point of the creation of "Space Rangers" served as the game "General", written by Dmitry Gusarov, afterwards - the head of development Space Rangers.. Thanks to the Internet, he managed to present the game "General" a wide circle of players, among which there were several enthusiasts wishing to make games. So gradually there was a New Game Software Studio, subsequently renamed to Elemental Games. Many ideas were drawn from the films of the Star Wars, and races from the series "Babylon-5". In addition, the film "Kin-Dza-Dza" and the works of science fiction writers were provided.

    The development of the game was carried out for about 3 years and ended in late 2002. The development of all elements of the game was implemented by the Studio itself in Vladivostok. The exception was music and plot.

    To create the game, developers used their own engine. This was done due to the lack of suitable analogues and to implement their own finds (for example, twisting 2-D planets). Music and sound wrote Victor Krasnokutsky (K-D Lab), Pavel Stebakov (Yuri Nesterenko. Development was free, and some things had to pay for the developers themselves.

    Developers managed to attract the attention of the company, and she agreed to publish the game, and also allocated money for the development of the second part of the game - Space Rangers 2: Dominators . After the second part of the game, a split occurred in the team and Alexey Dubova left it, leaving the name of Elemental Games. The "old" EG became known as Katauri Interactive, where the main part of the team remained. Elemental Games is mainly now consisting of a group of enthusiasts from the Elemental Games forum led by a personnel employee Alexei Dubov.

    World of Games

    • Maloka - Large and physically strong humanoids with a weak intelligence. Adore war, despise scientists and merchants. They consider smuggling luxury items. Against the extermination of pirates, but only because they believe that the pirate is as useful in the war, like a military. Previously fought with Fenami;
    • Perelenga - Rasa Third Amphibians. Perelege is the most cunning creatures of the galaxy, in all seeking to benefit, prone to piracy, crime and espionage and not recognizing the majority of laws and generally accepted norms of morality. Only the governments of this race by law are protected by pirates;
    • People - Race, most successful in diplomacy, politics, entrepreneurship and partly in art;
    • Feyan. - Humanoids with purple skin, eating minerals. In terms of intelligence, people are superior to people, especially in technical sciences. Possess developed technician. The first to open new technologies. Fedyan first appears new weapons and equipment for the first time, as they are mainly focused on research, and Ghaltsi on the bringing things to perfection. Fathers Hermaphrodites: they have no division on the female and male floor;
    • Galtsy - Ancient and most developed race. Have three eyes. Ghaltsi Peacefulness, seek to avoid military conflicts and treat all races equally well. They have very developed art and philosophy.

    All races are included in a single galactic community, which has a single time (human) and a single currency - a galactic loan. In connection with the invasions, Klisan conflicts and war between races are prohibited, however, in the game world, the attacks of cosmic pirates on peaceful ships. The main habitat of pirates is hyperspace, also a pirated organization plays a big role in the end of the game.

    Plot game

    The plot is based on the invasion of the Galaxy of the new, unknown to this form of life - Clean. To combat them, the organization of cosmic rangers was founded, according to its structure, more flexible than the army and therefore having more chances to find and establish contact with the Clean brain center. It is the Ranger that it is possible to find out that the Cleans were actually considered space ships intelligent, and living beings inside - pathogenic organisms. Cleans just wanted to cure their "fellow". After that, the Galactic Commonwealth manage to conclude the world with Cleanners.

    The player will act as one of the space rangers that can be involved in various activities, but ultimately, the goal of saving the galaxy from the invasion of Clean. There is no clear and pre-written plot in the game, but there is a large number of quests generated randomly and not tied to a certain place or time.

    The player has a fair freedom in his actions. At the beginning of the game, he can choose race and prehistory (warrior, merchant, mercenary, etc.), which affects not so much on his "initial" specialization, but on starting conditions, and specialization is determined by the player's actions (depending on its main The real source of income is announced by the merchant, warrior or even a pirate). There is also an opportunity to change the race itself along the game, "mutating" the character in a representative of another species. Despite the player's freedom, the main goal of the game: Stop the invasion of Clean and, if possible, find out his cause. To do this, you can destroy Mahpell, the main ship of Clean, however, if you wait for the end of the development of a program that allows you to negotiate with Makhpell, then the game can be completed and negotiations with Makhpell. The game has a total of 5 endings.

    Features of the game

    Definitely attributed Space Rangers. It is impossible to any gaming genre. Typically, the game is trying to classify as RPG or step-by-step strategy, but in reality "Rangers" - a combination of a set of genres, including a strategy, and RPG, and arcade, and a text quest, and a space simulator with elements of trade (the effect of classic space opera is especially noticeable here ). Generally, Rangers Close to the games like Sid Meier "s pirates!, in which the main character travels between different locations (in Pirates! These are cities, in Space Rangers - Planets), performing tasks, fighting with enemies, improving equipment, buying and selling goods. Lki magazine ranked the game to the genre epic game. The main feature of the games of this kind is the player's freedom. IN Space Rangers Another important principle appeared - the world around the hero lives its own life that does not depend on the player's actions. Other Rangers managed by a computer, as well as the player traded, fight with Cleans, are engaged in piracy (or they can be attacked by pirates), improve their equipment and so on. This principle is shortly found in computer games, probably is one of the reasons for the success of the game. One of the features of the plot of the game is an abundance of humor, often parody (for example, in text quests).

    In addition, the game appreciates the actions of the player and at the end of the party gives its final account, which depends on many factors (the number of killed Clean, the number of protoplasm, the year of the party, earned capital, etc.) The player can send his result to the official website games. After that, the record will fall into the results table, with which you can compare your achievements with other players.

    Gameplay

    At the beginning of each party, the player chooses a race, character, name and level of complexity. The level of complexity has 4 degrees and determines the following factors: the size of the starting capital, the "coolness" of Clean, the size of the quest for the quest, the frequency of the opening of the hole, the size of the artifacts.

    Travel screen in space. At the bottom left to right: the current game date, free volume in the trum, galactic player loans. Points showing route. The green circle on the mini-card indicates the boundary of the radar action. Weapon icons "Having" on target

    The game takes place in the hike mode, with the exception of battles in black holes and hyperpriced bunches. The gameplay reminds the battles of Close Combat: the player gives the order (paving the course, brings onboard weapons, chooses wreckage for capture), clicks the "End of the Stroke" button, and some time watches the actual action in real time without the possibility of interfering. The player's ship travels in space between the planets and space stations - within the same system - and by hyperspace - to move from one system to another. Each course in the game corresponds to the in-game day. Before pressing the "End of the Strike" button, the player can enter into a dialogue with the Commonwealth ships or scan them (if they are within the action of the radar), reinstall the equipment from the hold in the ship slot or throw it into the gateway, activate a special artifact. All these actions are performed "out of time" and do not require spending gaming moves.

    Space base

    In addition to the planets in the game there are 4 types of cosmic bases (6 - in the second part). it

    • rangers Center - the base of the taking protoplasm is a special substance falling out of damaged or destroyed by Clean.
    • scientific base - develops a mental communicator to install contact with Makhpella. To speed up the development, the player must sell the scientific databases of the part of clisan ships (the greater the weight of the part - the more accelerated the process of research). In addition, scientists can produce upgrade equipment Ranger (each thing can be improved once).
    • military base - tells Ranger-player about the current combat situation in the Galaxy and issues new equipment as a reward for the title.
    • pirate base - can change the player's race (improving relations of the planets of all races) and sell a fake protoplasm. All equipment that is sold at the Pirate Base Store is broken. In addition, pirates can provide discounts on their services - depending on the player's pirate rating. If a pirate base offers information for money - it is worth it, otherwise the player will close part of the story endings.

    Space ships NPC.

    In addition to the player in space there are other space ships. They can be divided into the following groups:

    • Peacefuls. These include transport ships, diplomats and passenger liners. They are weakly armed and often become the prey of pirates. Peaceful ships usually positively belong to the Ranger player and are ready to suggest the most profitable economic transactions.
    • Warships. They appear in the following cases: when clisan attacks the system, when the ship appears in the system, whose reputation on the planet of the warship is low, and under government military operations to exempt already captured systems.
    • Pirates. Act both alone and the group. Attack peaceful ships and Rangers if they are weakly armed. Can arrange a shootout among themselves. Piracy is officially permitted by the Government of Perelege, in which there are particularly many pirates in systems.
    • Rangers.. These are colleagues player partners. Rangers can be both warlike and peaceful or piracy. The character of them is inconsistent, and today's Ranger-pirate can be a Ranger-merchant tomorrow. Usually the average ranger is stronger than the middle military.
    • Cleans. Hostile ships in relation to the player. 5 classes of ships stand out (from the weakest to the strongest) mudёnok → Rogit → Katauri → Nondus → Egömmon. The main maternal ship of Clean is called Mahpell. With the destruction of it and the message about it in the center of Rangers stop the game.
    • Pirates Rachankhan. Hostile ships in relation to the player. Pirates living in hyperpriced bunches.
    • Ships of unknown civilizations. Hostile ships in relation to the player. They meet in black holes and serve as a source of artifacts.

    When destroying the ship in open space, part of the contents of the ship's trim and some equipment are falling.

    Space ship player

    The game Ranger represents his ship. When destroying the ship, Ranger dies, and his family gets insurance in the amount of 10,000 galactic loans and the game stops. The viability of the ship defines its housing. Inside the enclosure, the Ranger establishes equipment that is either bought in stores on the inhabited planets and stations, or is mined as a trophy. Each equipment has (usually) one or two technical characteristics and weight defining its cost. The easier the equipment, the less place it takes on the ship and the more expensive it. In total, eight high-quality equipment levels are distinguished (shown with color points next to the equipment; high-quality scale - at the top of the store). Initially, the Galactic Union knows the equipment of the first two steps and, possibly, several items of 3-4 steps. Equipment of the following steps are opened with time. Specifications grow in proportion to the quality of the equipment. You should also pay attention to the manufacturer of the equipment: the highest-quality things are produced by Galtsy, and the most poor-quality are small. The quality thing is less likely breaking, but it is more expensive (the price of repair is proportional to the value of the part). The size of the hold is the difference between the size of the hull and the weight of the equipment. If the trum is full - the ship will not be able to move.

    Standard equipment

    The game allocate the following types of equipment:

    • Engine
    The most important equipment on the ship. Without it, the ship is not moving, and when it breaks, moves with very low speed. Characteristics - "Speed" and "Number of parseca hyperbank". The powerful engine allows you to constantly impose your own, favorable distance, otherwise to get out of the battle in one-sided manner.
    • Fuel tank
    Without it, the ship will also not move. Characteristics of the fuel tank - "Maximum fuel capacity". The fuel is spent on making hyperbugs (for transition from one system to another). 1 Fuel unit is spent on 1 parses. The fuel can be refueling on the planets (the price also varies from the manufacturer), you can synthesize on board by one of the artifacts.
    • Capture
    Allows you to capture cargo in space. Characteristic - "volume of captured cargo". The range of all captures is the same (unlike the second part of the game).

    Equipment and TRUM Transport Fedy

    • Radar
    Removes the fog of war from the map in the field of its action. Allows you to negotiate with other ships. Characteristic - "Radius of action".
    • Scanner
    The scanner allows you to recognize the internal stuffing and the degree of damage to the ships in the area of \u200b\u200bthe radar, if the power of their protective field generator does not exceed the power of the scanner (Cleans are not scanned at all). Characteristic - "Scanning power".
    • Protective Field Generator
    Absorbs part of the damage applied and blocks the steps of scanners. Characteristic - "Degree of protection".
    • Droid
    DROUD is a robot that repair the ship's housing. Characteristic - "The number of mining units for the course."

    Weapons and artifacts

    In any case, 5 slots under guns are isolated. In the game there are more than 10 types of weapons of the Galactic Commonwealth and three types of clisan weapons. Weapons can be divided into two types: Powerful, but shooting for a short distance, and less armor-piercing, but having a wider radius of lesion. Also, some types of weapons possess a special effect. In the hyperspace, all the tools are conditionally grouped to "faded" and "naught".

    Quests

    Quests are tasks that are usually issued by governments of various planets (although there are exceptions). The quest on the planet can only be obtained if the government refers to the player at least "good". At the fulfillment of the quest, the attitude of the government to the player improves to the degree of "excellent", the reputation is worsening to the level of "badly". As a reward for fulfilling the quest, the player can get money, artifact, equipment, Ranger glasses or medal. Any quest can be complicated and simplified. Depending on this, the deadline for the fulfillment of the quest and the size of the award will change. To complete the quest, sometimes you just need to perform the task, and sometimes go back on the planet-customer. Quests are divided into the following types:

    • system Protection - During a certain period, no peaceful ship must be destroyed in the system;
    • courier - delivery of cargo to a specific planet;
    • the destruction of the ship is to destroy for a certain period of the ship, which can be a pirate, peaceful and even Ranger;
    • quest to medicines - a special quest that the player gets in space;
    • quest on the destruction of a spy satellite - a quest that the player receives, destroying the spy of the bearer, which probes the scientific base;
    • the text quest is an arrival at a certain planet, in order to fulfill the quest (if the player enters the prison, a special text quest launches).

    Total in the game 120 ordinary quests and 26 texts.

    Role-playing system

    The pilot of each ship in the game there are 6 skills:

    • accuracy - allows weapons to apply the greatest damage;
    • menuercy - reduces the resulting damage;
    • trade - allows you to sell used equipment for more prices;
    • repair - reduces the degree of equipment wear;
    • charm - increases positive and reduces the negative effect of the player's action reputation;
    • leadership - allows you to take to my mercenaries of other Rangers for a period of up to a year (you can extend the period).

    Each skill has 5 development steps. To move from one stage to another, glasses are required, which are charged for the transfer of protoplasm - a special substance of the clizans. The number of points needed for another increase in skill is growing in geometric progression. Depending on the selection of the initial race and class, the player at the beginning of the gaming party has already studied several skills stages. The total number of points (including spent) determines the position of each Ranger in the global ranking.

    In addition, there are military glasses for which Rangers receive ranks. Points are accrued for the destruction of ships and the release of captured systems. The player can only hire those Rangers who are hence the rank.

    At a certain stage, the military handed the player to the Ranger Hyperpro-sponsor delayer - a device that shows the number of pirates in hyperpriced bunches.

    Publications and patches

    • patch 1.2 - improving arcade battle, editing balance, strengthening of AI;
    • patch 1.3 - to obtain information on ships of ships requires a scanner (earlier radar), the appearance of a warehouse on the planets;
    • patch 1.6 - processing of starting conditions, an increase in price spreading, increasing the functionality of the information center, the complication of the upper levels of complexity.

    In the West, Micro Application and (in the Czech Republic, Bulgaria, Hungary, Poland and France) were published.

    Criticizing game

    The development of the game was practically not covered in the press, so the release of the game for many gaming observers was a surprise.

    The game received many positive feedback in the press and subsequently at the players. Many journalists first assumed that the game refers to the category of those who live on a hard disk for no longer than one evening, however, having played a little bit, changed their opinion on the opposite diametrically.

    Space Rangers is a science fiction-style computer game developed by the Russian Elemental Games Studio. Published by 1C in 2002. In the West, the game was released called Space Rangers. The game belongs to the genre of "epic games" with elements of RPG, step-by-step strategy, text quest and arcade.

    The game tells about the confrontation between the Galactic Commonwealth, consisting of 5 races and invading forces klisan - Unknown, aggressively tuned form of life. The player will act as a Ranger volunteer, a participant in the organization created specifically to combat Cleanners. In connection with the invasions, Klisan conflicts and war between races are prohibited, however, in the game world, the attacks of cosmic pirates on peaceful ships. The main habitat of pirates is hyperspace, also a pirated organization plays a big role in the end of the game.

    For the first time, Gala scientific expeditions were collided with Cleans, who studied the second sleeve of the galaxy. All attempts to enter into contact with them ended with failure, as Cleans opened fire. And although it would seem, they did not know about the populated sleeve of the galaxy (where the game takes place), they somehow found the path there. Extremely aggressive, do not come into contact with the player and a coalition of 5 races in general. Scientists on the scientific database can develop a device for coming into contact with Makhpell - Clean Magazin Center.

    History was copied with almost any other game about "Cosmos and Ship". Located in a couple of lines:

    Far 3000 year, everything was fine, but suddenly the enemies of all lives appeared. Thousands! By learning the total genocide, nasty clives are confidently moving towards destroying the latest planets. Here, the federation of the Rangers is based on the living residents of the Universe, one of which is our alter-ego. The entire banal of the plot is reached on half an hour of the game when the player understands that it is not so easy. Cleans do not want to die, brazenly continue to capture the stars, and local troops - do not want to fight, who have a waste of thin on normal fighting. That is, it can happen that Cleans will win. At all.

    For victory, you need to deal with bosses. There are 2 of them: the leadership of Clissan Mahpell and Pirate Rachehan (who, by the way, you will not see the final battle).

    Despite the player's freedom, the main goal of the game: stop the invasion of Klisan And, if possible, find out his cause. To do this, you can destroy Mahpell, the main ship Cleanan, however, if you wait for the end of the development of a program that allows you to negotiate with Makhpella, then the game can be completed and negotiations with it. The ending of the game is a combination of 2 solutions of the player: what to do with Makhpella (kill or just send home) and, if the player starts communication with Makhpella, kill or not Rachankhan (but only if the player managed to find out where and how to find it) .

    Another important principle appeared in Space Rangers - the world around the hero lives His own life independent of player actions. Other Rangers managed by a computer, as well as the player traded, fight with Cleans, are engaged in piracy (or they can be attacked by pirates), improve their equipment and so on. This principle is shortly found in computer games, probably is one of the reasons for the success of the game. One of the features of the plot of the game is an abundance of humor, often parody (for example, in text quests).

    Gameplay

    At the beginning of each game, the player chooses a race, character, name and level of complexity. The level of complexity has 4 degrees and determines the following factors: the size of the initial capital, the "coolness" of Clean, the size of the award for the quest, the opening frequency of the hole, the size of the artifacts.

    The game passes in step-by-step mode, with the exception of battles in black holes and hyperpriced bunches. The gameplay reminds the battles of Close Combat: the player gives the order (paving the course, brings onboard weapons, chooses wreckage for capture), clicks the "End of the Stroke" button, and some time watches the actual action in real time without the possibility of interfering. The player's ship travels in space between the planets and space stations - within the same system - and by hyperspace - to move from one system to another. Each course in the game corresponds to the in-game day. Before pressing the "End of the Strike" button, the player can enter into a dialogue with the Commonwealth ships or scan them (if they are within the action of the radar), reinstall the equipment from the hold in the ship slot or throw it into the gateway, activate a special artifact. All these actions are performed "out of time" and do not require spending gaming moves.

    Landing on the planet or space station, the player gets the opportunity to choose between various tabs, thereby moving from the hangar to the government center or equipment store. The player is available:

    • government buildingwhere you can get a government assignment, hear valuable trade tips, acquire cards of the nearest stars or give a bribe to improve relations;
    • equipment storewhere you can purchase equipment or weapons that have 8 gradations of technical perfection;
    • shopping center To make sales transactions for sales of 8 products, some of these goods can be considered smuggling;
    • information Centerwhich publishes the latest galactic news, besides, in this center, you can search for any space object, be it planet, ship, space station or equipment.

    Both in space and on the planets, the player is always available 3 buttons, opening the internal device of its ship, a galactic map and a global Rangers rating. A galactic card, in addition, makes it possible to choose the direction of the hyperburgy to go to another system. To do this, take place to the border of the system and go to hyperspace. Once in the hyper, the player turns out to be on the screen gaskets of the route. By arrows, you can travel (only one way) from one hyperspace clock to another. You can enter the clots. The color of the bunch characterizes the likelihood of a pirate in it. The end point of the route is the star symbolizing the system. Time in hyperspace is moving, but slower than in open space. Entering into the clutch or flush into the black hole, the player enters the arcade battle in real time, as in Star Control.

    Quests

    Quests are tasks that are usually issued by governments of various planets (although there are exceptions). The quest on the planet can only be obtained if the government refers to the player at least "good". To fulfill the task, the Government's attitude to the player improves to the degree of "excellent", the reputation is worsening to the level of "badly". In a reward for completing the task, the player receives money and in some cases artifact, equipment, Ranger glasses or medal. Any quest can be complicated and simplified. Depending on this, the deadline for the task and the size of the award will change. To complete the task, sometimes you just need to perform the task, and sometimes go back on the planet-customer. In total, in the game 120 ordinary tasks and 26 texts.

    Role-playing system

    At the pilot of each ship in the game there is 6 skills: accuracy, maneuverability, trade, knowledge of technique, charm, leadership. Each skill has 5 development steps. To move from one stage to another, glasses are required, which are charged for the transfer of protoplasm - a special substance of the clizans. The number of points needed for another increase in skill is growing in arithmetic progression. Depending on the selection of the initial race and class, the player at the beginning of the gaming party has already studied several skills stages. The total number of points (including spent) determines the position of each Ranger in the global ranking.

    In addition, there are military glasses for which Rangers receive military ranks. Points are accrued for the destruction of ships and the release of captured systems. The player can only hire those Rangers who are hence the rank. At a certain stage, the military handed the player to the Ranger Hyperpro-sponsor delayer - a device that shows the number of pirates in hyperpriced bunches.

    Features

    • Mix practically all game genresAlthough, in general, space rains can be called step-by-step RPG. Even an analogue of artifacts is present in the form of artifacts of the type of "black-clad" or "naniteids", which give bonuses with fuel, repair, etc.
    • It starts even on old computers, and the size of the chips does not exceed 600 MB.
    • Nearly full freedom of actionAlthough it is impossible to play after victory, but if after the destruction of everyone does not fly to the center of the Rangers, it is quite possible.
    • Really living universe. Military fights, traders traded, scientists explore, pirates robbage caravans. At low levels of complexity, the coalition can clean the galaxy even without player's help. By analogy, at the super heavy level of complexity, it safely loses all the stars for 2 months, with the exception of the player flying. But for 3-4 months it can be siled from the list.
    • 5 races and 3 classesMore precisely, the character of a character, defining its actions towards the ships of the coalition, to the ships of Clean and to the goods in the market / in open space. For each race and character there are unique quests and tasks.
    • Occasionally assign the best Merchant / Warrior / Pirate of the Galaxy. To get into their number is not rebored. If you really try to win at once in all 3-nominations.
    • Diverse gameplay. Text quests, arcade battles and, actually, step by step.
    • Constant inflation, Real Global Economics: In 3301, the most expensive ship will cost about 20,000, and for a simple quest they will be paid for about 4000. year, EDAK, in 3380 the average ship will cost near Milica, and for quests you will be given thousands of 200. However, The game has flawed - inflation does not affect prices in text quests, so in the same 3380 fulfilling the quest, with a reward in thousands of 200, you can get a "solid" allowance in the form of 500-1000 credits.
    • High recharactery. Each party is not similar to the previous one.
    • Domestic manufacturer.
    • Also in the game there is an ordinary human greed - that is, a permanent desire to get a boat better and equip him better, in fact, for the sake of this, the whole game is asleep.
    • Slavazlodes can not only kill, but also to be able to kill him or make themselves to leave.

    Races

    5 Reasonable Civilizations: Garca, Pereleng, People, Maloka, Fenia

    They are located in the order of magnification of the brain, starting from scratch, which corresponds to the quality of the equipment: Malok's shuttlecocks are made in China, and Galskimi can be clogged with nails.

    • Malloka - Warves, someone else's luxury despise and do not like to sell (you will not believe, but their stools are very popular in the galaxy). They like exclusively strength solutions to problems (solutions to the mind and cunning consider shameful deception). Their appearance and character allows you to call patriotic cattle. There are no democracy on the planets. Despite their nightmare in the equipment, they have spacious and durable housings (and still cheap, like fuel). And they are terribly like a red color.
    • Perelege - green, sliding, jambor, quadruple and cunning. On their planets, you can trade with everyone than you can. In the nuclear environment, it is customary to water each other's mud (in every sense), deceive, betray and mock everything in a row. In addition, the constant desire to deceive everyone around, the presence of the best in the galaxy of the Dzuhallag intelligence agency and the eternal secret conspiracy. The game meets the name for Ai-Ranger - Kuchma Khan. All pirate stations - or pendant, or humans, as well as the military - Maloka or Pelegrine.
    • People are wonderful traders, imposed the time of the galaxy in their own pattern, convinced everyone that would be better if the only currency remains in the galaxy, they learned to trade all, even the little days, who believe that trade is worse than defeating the commander. The technologies in humans are worse than the Ghalsians and the Feyan, but better than nearlelets and small things. For the "cultural" expansion of people, the remaining races do not like too much, first of all, because this "culture" displaces the ancient sacred customs of other races.
    • Fenyang - purple tadpoles, almost complete opposite of small faces. Build cultural relationships with people by sending them steep techniques (which they do not understand absolutely).
    • Galtsy - dark and gold-heads. It was the gloomy Gaal genius that gave rise to the "Wundervafron", thanks to which Mahpellas appeared - for the sake of justice, each time the representatives of other races were held for the check each time, taper the drawings buried from sin. They are proud of their inner world, in short, the elite. Nevertheless, the most technically developed race, even more abruptly than Fedy (in fact, Galtsy have long been discovered for a long time, but super technologies were molded until the backward neighbors do not charge themselves). Their initial appearance is unknown, the current state is achieved by a large number of genetic improvements. Furiously struggling with drug trafficking in the galaxy, as they are the most easily adequate to the substances of the race.
    • "Space Rangers" ("Space Rangers") - a racial American television series, in which these very cosmic rainders fly to the shaking vessels at the farthest corners of spaces, they save people, shoot the villains, catch the parties of illegal substances, etc. The series favorably differed from Babylonov-5 and start-ups are not only a different team, but also almost the absence of epics and pathos.
    • Clekum Sickness (causes hallucinations) can be seen in space a star of death, the battle of ships from Star Wars and the Babylon 5 space station.
    • You can find Luca Skyvoker and other Charger Warrior characters and even get a light sword.
    • The name of the race of the bells is consonant with the name of Ferengs from the Star Track, they were also cunning bandyuki and merchants.
    • In the quests, many as all sorts of jokes, for example, WINDOVS Virus, raging on Earth, documentary about the Dominators "Terminator 3: Rebells of Machines", inscription in the cabin of the toilet: "And there will be this sortier - Bastion fight for the world!".
    Manuals and Passage - Guide and Passage of "Space Rangers"

    Best cosmos black, penetrated by solar wind and asteroids. Hundreds of worlds that are waiting for you and hope for your help, anyway, monetary or military. Many competitors and one evil enemy at all. Something similar was before, in my pro

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    Manuals and passage

    Best cosmos black, penetrated by solar wind and asteroids. Hundreds of worlds that are waiting for you and hope for your help, anyway, monetary or military. Many competitors and one evil enemy at all.

    Something similar was before, in my past lives. I remember how I saved the ship to the station in Elite, shot on Fobos in Frontier, fought with the atmosphere in BattleCruiser Millennium, ran between star gates to X-Tension, arranged superbones in Star Control 2. Now a new attack, and I again became a hero. Rather, one of the heroes ...

    - Well, here you got our ship, "the official representative of the authorities completed the instruction. - Your account lists three hundred loans. Congratulations, you're from now on Space Ranger. And let you still take the thirty-sixth place at the very bottom of the galactic rating, I am sure that you are waiting for a big future. The invaders are cruel and incredibly strong, but such desperate guys, as you, will help us to cope with them ... Probably.

    "Probably" is he correctly noticed. According to the last reports, the cleansans have mastered half of all inhabited star systems, and continue to capture the system for the system. If it were not for my desperate financial position, which I now hope to correct, I would still live on the planet away from violent, but hopeless battles. On the other hand, if Cleans are winning, it will be easy to hide.

    - Well ... - the representative crushed the uninhabited tear. - In a good way, Summerheads, do not forget to fly to the center of the Rangers to register. And a personal request from me: Try not to give Cleans to capture my system.

    Perhaps these are the only sincere words that I hear today. On your marks...

    Team Elemental Games. from Vladivostok completely unexpectedly gave us a game "Space Rangers". This game is an amazing combination of strategy, tactics, diplomacy, trade and quests. The "free" gaming style here is very organically combined with role-playing elements, a campaign system of movement and combat. I will not even forget about the arcade battles in hyperprace, the original schedule and organically inscribed in the game of cosmic music.

    Passage in the sense of "Go there, do something" here to be simply can't, because with the beginning of each new game, a new, unique world is generated. It does not even occur here to "pump and all embed" or "run a plot". I want to live here. Live according to the rules, live as you think you need.

    In this guide you will find:

    A description of all races and types of NPC in the game. It will especially be marked by their behavior, character and attitude towards you, depending on your lifestyle.

    A description of the entire equipment you can install on your ship. Also here will be recommendations for its use and update.

    Enumeration of all types of artifacts, their functions, comparison by the degree of utility.

    Strategic advice on the game: Financial issues, tasks of governments, temporary framework of the game, hiring other Rangers, etc.

    Tactical advice on the game: fights in space, fighting in hyperspace, various tactics, collecting trophies, etc.

    Passing all text quests games.

    Let's go. "Cleans but Pasarans"!

    Basic concepts

    Prehistory and distinctive features of the game

    Space Rangers are single mercenaries, of which the Galactic Council hired to combat the invaders. The invaders are a cruel military alien race - Cleans (in virology - clings). It is not known why, they came from a long-range space and staged a real slaughter on border star systems. They never gave up, did not retreat and did not come to communicate. The army could not restrain the massive attacks of aliens for a long time and suffered one defeat after another. In this regard, the emergency galactic council of five races (about them - below) began to collect volunteers who could bring together enemy barriers to the chief ship of Cleanov, the Makek ship called Makhpell.

    At the beginning of the game of the heroes about three dozen, and the player is one of them. Ranger is given a ship, a basic set of equipment, a certain amount of money and complete freedom of action (including substantial tax losses). More government just will not give you anything: it is silent that each ranger should supply yourself. To purchase experience, as well as better weapons and equipment, you will need to engage in trade, perform the tasks of governments, pirate (or deal with pirates), collect trophies. But all this should be subordinated to the main goal - the fight against the clives and the search for their ship-uterus.

    What you will do and how you will do it, given entirely to your spill. You can hit the trading, but you can not hit, becoming a pirate and just upgracing the flying by the court. You can close the gloomy warrior and live only on the served trophies. You can make yourself a name, accumulate capital and hire up to five raners to the boothy.

    During the game around you, events are constantly occurring. It may be an increase or decrease in prices on planets, clizan attacks (successful or not very), dialogues and disassembly between pirates and rankings. Any Ranger can die, go to a service to another Ranger or even go to prison.

    You are not some third-party observer, on the contrary - you can intervene in almost everything. You can arrange a price collapse on the planet by selling a large number of goods, persuade a pirate to stop the attack on peaceful transport, to offer a group of merchants or warriors together on pirates or clives. Options for notishes.

    Your actions affect not only the world, but also on the end of the game. There are several ways to end it. You can tritely die. You can destroy the clives, physically extermining them (in the light levels it can well do without you (!)). You can help scientists create a mental communicator that allows you to communicate with Makhpella, and find out the motifs of Cleans. There are some more options for the end of the game, including the most unpleasant - when Cleans capture one system by another, killing all the Rangers and forcing you to retreat on the last stellar system along with a couple of merchants. And then one big blow captures her and, destroying you and defeating you.

    But I am sure that it will not reach this, especially after familiarization with the leadership.

    Rangers.

    You are one of them. You only one of themBecause at first - the weakest and dead. Rangers are your colleagues, your friends. But sometimes they are also competitors, and even sometimes, enemies. In the game, they are the most developed artificial intelligence, which allows them to deal with all the fact that the player can do (with the exception of text quests). Any of them can become a trader and deliver between the planets and star systems. If the Ranger is more to taste the noise of the battle, he will attack the clives, protect the system from them or try to repel already captured, together with military or colleagues. Rangers with criminal inclinations may well be in pirates, earning light money and tailoring with planets. The nature of the Rangers is not a dogma. Today he robbed liners, and tomorrow he is a brave warrior or calculating merchant.

    Rangers table is always available for you. She shows how many points everyone earned how much he knocked down the ships of Cleans, pirates and others, how many systems was released with his participation, which he has a military rank, rating (about him below), etc.

    Naturally, sometimes the Ranger dies, but sometimes newcomers appear in your rows. The total number of Rangers may well decrease to ten-fifteen (or even to zero, but in this case the game, consider, lost) or increase to forty and more.

    Now let us ask a selfish question - what other Rangers can give you? Many things. First, they fight with Cleans. Alone, you cannot free the system, so you have a few colleagues at all. Secondly, the ranger can help you in battle with a strong pirate (and may not help if he has a good relationship with this pirate).

    At the beginning of the game, you have a very weak ship, so in battles with alien invaders, you will hide behind the backs of the coolest comrades, selecting the trophies secretly, which fell out of the destroyed clisan ships. For this opportunity, I must say thanks to your colleagues. To beat you for collecting someone else's will not. On the other hand, when you pump a little and scrape guns, the situation will change fundamentally: you will destroy Cleans, and other Rangers smart will pick up trophies and protoplasm for you. Do not rage. First, you yourself do not mind this to do, and secondly, you make a common cause. Here Ranger will select some clisana item, sell it, will buy himself a long-range gun and kill even more enemies. Is it bad?

    Another Rangerov can be hired as peculiar workers, "Batrakov" for money. Pros and cons of such "fuss" will be described below, in the Tactics section.

    All roads lead the Rangers steaming in Cosmos.

    Role elements

    "Where to hand over a piece of protoplasm, when I only around only me?" (Single)

    The Rangers Center is the base where you get the opportunity to develop your skills in exchange for a prodlastam. Protoplasm falls out of damaged or destroyed closan ships, plays the role of peculiar "experience points" to raise skills. Each skill can be developed up to five times (the amount of the required protoplasm, naturally, is growing geometrically). Total Skills Six:

    Accuracy - affects the number of damage applied by enemies your weapon. Most useful for warriors, but come in handy everything.

    Maneuverability - Reduces damage resulting in battle. Very useful skill, it is necessary to develop it all, without exception.

    Knowledge of technology - reduces technology wear in the process of use, as well as damage to technology in combat. Allows you to save money, so most advantageous to the warriors and those who have ordinary things with money.

    Trade skill - allows for improving (upgrade) of the ship to sell old components for b aboutwe have an amount, reducing the cost of the upgrade. It will be useful if you are inclined to change parts, weapons and housing. In commercial activities, this skill does not helpBut you can sell captured trophies at a higher price. The skill is moderately useful to everyone.

    Charm - The negative reaction of the surrounding on your piracy (for example, piracy) decreases, and a positive reaction to constructive actions increases. The charm is very useful for pirates.

    Leadership - With each climb of this skill, you acquire the opportunity to hire more Rangers. If the skill is not developed at all, you cannot hire any. One rise - you can hire a maximum of one Ranger, the second - two, and so up to five. If you are going to do this - develop the skill, but I would initially save on it, especially since the pleasure to have "battles" is not cheap.

    The Rangers Center is not in every system. It can be found in approximately one system of five-seven, so after hot fighting, typing the full protoplasm, do not rejoice in advance - to the center you still need to get it, finding it on the star map and at the same time a couple of hyper-bargains (about them below).

    In addition to passing the protoplasm, you can find out the latest news in the center of the Rangers (as everywhere, however), buy goods, sell trophies or change yourself to a vacuum.

    Immediately I will say that goods, spare parts and news is the lot of all planets and bases: pirate, Rangers, military and scientific. In the bases you can spend the full repair of the ship - it will become like a new one. This is not done on the planets, but it can be reflored (in the databases it is impossible). Remember it.

    It is interesting: If the system in which there is a Rangers Center, Cleans capture, then the center is destroyed. When the captured system can be released, a new center is sometimes organized. But only if there are no clisan systems in the nearest surroundings.

    Rating

    Ranking - the Ranger Property, which means its status, character, life position. The rating depends on the actions of the player or computer rank. Total ratings three types: shopping, military and pirate. If the Ranger is actively fighting with clizans and pirates, then he grows a military ranking and falling the rest. If you trade or robs, then grow appropriate. The rating depends on the attitude of those surrounding the player. For example, if you have a high pirate rating, then other pirates will be respected, and on the bases of the pirates (about them below) you will give big discounts. But law-abiding races and courts will not treat you well.

    Indirectly, your rating can be found in your nickname. If you are called "Pachan", or "Warrior", or "Torgash", then there are no special problems with self-identification. Definitely, a shopping rating with a nickname "tycoon" will mean a greater rating than with the nickname "Torgash". "Pachan" will be cooler than "Gangster". If you shake money and pirates, you can earn a rating called "thunder". You can find out your pirate rating in numbers in the pirate base (about it below).

    Races

    "Two things I hate: racism and delers!" (from the forum)

    In addition to enemies, clizans, there are five races in the game. Each race has its own degree of technical development, its moral principles and its attitude to other races and professions. We list them descending the degree of technical development:

    Galtsy. This is a very developed, ancient and friendly race. Ghalsev technique is located on the highest stage, and all technical innovations should be sought first of all. To other races, their attitude is equally good, but they do not endure the pirates.

    There are often high demand for minerals on their planets. The illegal goods in Gala planets are drugs, weapons and alcohol (when trying to trade with illegal goods, the attitude of the planet is worsening to you, and you can be imprisoned).

    Feniaan. Race intellectuals - physically weak, but very developed mentally. According to the technical slaughter, the second after Galtsev. Poor relate to smallts (fought before) and to the bearers (Perelege steal technology from them). Respect Galtsev. Do not love pirates.

    On Planets Fedyan usually has demand for food and minerals. Alcohol, weapons, drugs are prohibited.

    People.We are a raus in all respects middlenachk, but this applies to our technique. We love Fedyan for friendship, do not love little workers - for stupidity and falls on Fedyan. Take the pirates indifferent, read the Rangers-Warriors.

    We need luxury and alcohol, and the only illegal product on our planets - drugs.

    Perelege. Cute, but from nature is very tricky and prone to cunning amphibian race. In the Galactic Council they suffer. Perelege prefer to extract technologies with espionage, they are especially not like to like Feniane for this, which often become an espionage object (Ghalzi suffer, for altruists). In view of the innate tendency to the vocabulary, the bearers love pirates, or "lyakish", as they themselves call them. All other races originally belong to distrust.

    There are no prohibited products on the planets of the bellows, so the Pelenga Planets are a heaven for smuggler. Usually, attenlets have a demand for luxury, weapons and equipment.

    Malls. The lowest creatures. A long time ago, having met with Fenami, the little ones were automatically launched a war, and since then they have strained relationships with Fenamans, and the Ghaaltsev is disliked. By vocation Mallok - warriors. They produce the most poor-quality equipment, which is called "Maloka assembly" with a red emblem. It is held at a decent level of technology just because they buy technologies produced by espionage. On the planets of the little days, alcohol, drugs and luxury items are prohibited.

    At the beginning of the game, you can choose any of the five races with all the consequences. If your race has ceased to arrange you over time, it can be changed at a similar price on a pirate base. But about pirate bases below.

    Relations

    Attitude towards you surrounding characters and governments is a very thin matter. If you are a bearing, you will be bad to treat Fedy planets and fanish ships. If you are a pirate, then merchants, military and respectable Rangers will be bad to you, and other pirates and "bad" Rangers will love (as a rule, exceptions are possible). The attitude from the planets to you is growing when you destroy Cleans. If you managed to ruin your attitude with an important planet, here's the way to the atonement of sins - kill common enemies, green reptiles. If the attitude of the planet to you in general is negative, but not evil, then you can atone for your guilt by some amount of money.

    If you do not destroy the clizans for a year during the year, the Rangers Center will make a common announcement: "While all the Rangers are fighting, the Ranger of the name flashes." At the same time, the attitude towards you on all planets will decrease by a certain amount, and it is correct - no need to freeze.

    By killing the pirate, you have the right to count on good relations from the outside of the surrounding (except pirates, of course), but on the planet, from where the pirate is coming, the malice will be hidden.

    It should be noted that the ratio of the race and the attitude of the planet is not at all the same. The planets are autonomous, so even on the Feda Planet can love the bearer, which made something good for the planet - for example, it helped to free the system from Cleans.

    If you behaved very badly, then the planet can land you in prison (usually for nine months). There is nothing particularly bad in prison, as this is a text quest in which you can even earn some amount of money. That's just nine months is a decent piece of time.

    If you spoiled a relationship with a large number of people (it is quite likely for an active pirate), you can fly to a pirate base and make an operation to change the personality.

    The behavior of the characters around you depends on their relationship to you, fear in relation to you, the degree of employment of the character (if he has already configured to sit on the planet, then he is not persuading to help you in battle), as well as on the degree of your influence.

    It is interesting: If you want any ship to stop afraid, remove the weapon and put it in the bag.

    Pirates

    Pirates - a thunderstorm of space spaces. They can be found almost everywhere. Especially there are many of them in pelegers, where pirates are traditionally respected.

    Mount to someone who does not have a great military power or fast ship - catch up and lead, and if you don't share - just break into the shreds. In the first years of your life, you are the desired target for pirates: they see that the newcomer flies, and they are flying on it just like hardworking bees on honey.

    What to do with it? You can ask the pilots of the surrounding ships to help in battle. Can help, and may not. If you are a merchant, other merchants will help you, the military will not refuse themselves too. Rangers can help (if they are not pirates). And if there is no one near?

    If absolutely shortness, and the pirate fines - pay off, if money is enough. If not enough, tell me that, they say, the beggar I am if the pirate today is in a good mood, can fall behind. And maybe not lagging behind - how the chip is lying. And if the pirates are two? And if three? And if the rain during the destruction?

    If in the middle of the system you got fast and terrible pirates, and you can't reach the edge of the system to escape into the hyperspace, you can try to sit on the planet. At the same time, and fix the body. Sometimes helps.

    There are three ways to withstand pirates. The first is to be the coolest. Then they simply do not touch you. But it is difficult and long, and you need to protect against pirates from the very beginning of the game.

    The second way is to become a pirate itself and conquer their respect. His not robbed, or rarely robbed. But if you do not want to play the pirate?

    The third way is the easiest - to equip a high-speed ship so that you can calmly break away from the housing pirate or even two. This method is quite realizing in the early stages of the game - it is worth only to buy a powerful engine. But the engine is lower, and now it will be about pirate bases.

    Pirate bases hang in space on an intimidation of some system. They are also a bit - one for five to seven systems, and they must be sought. Pirates are ready to serve anyone - even a merchant, at least a warrior. But they love pirates more, so in special services (repair, zeroing bad reputation) they give a brother-pirate substantial discounts. The size of the discount in percent is called the seller directly - this is your pirate rating. If your pirate rating is fifty, then you will all be sold twice cheaper. If eighty - you will use the services of the base for one fifth of their cost.

    So, we already know that pirates can sell goods (smuggling, including), spare parts (usually broken, but inexpensive) and repair your ship (pirates - cheaper). In addition, each pirated base can make two very favorable offers.

    The first sentence is a change of personality and full reset information about you on all databases in the galaxy. If you have already taken out so all that you are driven out from everywhere, you can pay pirates and - Voila! Hate disappeared, you are thicker again before the law. In this operation, you can change not only the person, but also ... Ras. He was a bearing, became Fenoyan. Now they do it. True, the race will have to change necessarily. If you want to become the same person again, and not the opposite slippery - change the race again.

    The second sentence is a fake protoplasm. If you are a pirate and do not want to spend time and effort on the fight against Cleans, then for the Annal amount (pirates - cheaper) You can purchase a certain amount of fake protoplasm to then pass it in the center of the Rangers. It can support your reputation (on the radio will not declare that you are a loaf) and makes it possible to raise the level of the other. However, I would not fully rely on counterfeit protoplasm - she quickly ends.

    It is interesting: If the Pirate Station offers you information for money - do not think to refuse. This is a storyline.

    Warriors

    Warriors are civil servants who are fighting with clives and pirates, helping Rangers. In case of danger, the military ships take off with the planets and the brave go to the attack. The average warrior is usually weaker than the average ranger. Warriors agree with pleasure to beat the pirate unfriendly towards you. If you are a pirate yourself and love to film the governments of the planets, then stay away from these guys.

    Warriors love to walk the jacket and arrange suicide attacks on the system captured by Cleanners. Sometimes, however, they do something. Finding out the next goal of the military on their base or in the news, you can join them and earn itself protoplasm, artifacts, or just the liberated system in the service list. In order for the liberated system to count exactly for you and you congratulated you on the planet, you need to kill at least one cleaning in battle in front of the liberation.

    Again, warriors are those who are the first to meet Cleans on the peaceful system until the Rangers arrived (or until the cleansans won). At the beginning of the game, they can help you, supplying free clisan trophies and protoplasm. The scheme is simple: they are fighting, and you get in the back of the secret. Warriors do not take the trophies, but they love to shoot them very much due to the excess of the power of Godotka. Consider this, and pick up a trophy until it flew past him, shooting out of the guns, some brave soldier.

    Military faith is a military base.

    Like all the bases, the military base occurs infrequently, and it is also necessary to look for it through the map. Like everywhere, here you can repair goods or spare parts. Also here you can get information about the progress of hostilities. Stern little baby (they usually head military bases) will tell you how many percent of the galaxy is under the control of Cleans, providing a description of the appropriate epithet, and will also give you to know which system will soon be gathering freeing the military.

    But the main thing is that the military base gives is the title. The titles are given on the military base after the accumulation of some points. Glasses are given for the destruction of clives, the liberation of systems, the destruction of pirates (including the hyperpriced, which I will tell below). Military quests will also bring points. But for criminal activity, glasses can be removed.

    What gives the title? Respect and the ability to hire other Rangers. It's just that you will not be able to hire a "Batraka", which is higher than you by calling - will have to either search and hire a completely dead newcomers, or to make a military career himself.

    Peaceful ships

    In addition to all the above NPC, there is a large number of civilians around the player: diplomatic, transport, trading. Diplomats run between the planets, the astrolins are transported by passengers, truckers - cargo. If you are a pirate, then all these ships are your urgent bread.

    Do not, however, underestimate them and understand the epithet "peaceful" literally. Weapons have all these ships, and in the event of an attack, they may stand for themselves. Sometimes. If you can not, then usually prefer to pay off with money or goods. Not once and not two you will watch the painting with oil: Pirate and merchant, shooting, flying, flies, fiercely at the same time: "Do not shoot me, I can give you two thousand!" - "Few!" - "Three!" - "Three and a half!" - "Okay, fly, I am kind today."

    If the pirate is weak, then powerful merchants can indiscriminate their anger on it, so that the poor will have to be bought off himself.

    The diplomat attacked by the Pirate usually appears to diplomatic inviolability. If the peaceful ship is well armed and feels confident, then the pirate requirement "cargo or life!" Replies: "I can stand for myself - try, attack!" Sometimes a pirate is enough, and he is looking for another sacrifice.

    In the end, he did not promise anything to you?

    It is interesting: Pay attention - its visible size on the screen depends on the volume of the ship's housing.

    Scientists

    Scientists are not ships, but only scientific bases. Usually - Fediysky. From all other bases, scientific are distinguished by the fact that in addition to the standard set of services (trade / repair), they can produce "tuning" for a certain amount of money, improving any detail of your ship: enclosures, engine and so on. It can do three types of specialists (descending value): the best specialists, ordinary specialists and green experts.

    Green experts are a budget solution, usually the effect of such a setting is small. The price, however, is also low. Conventional specialists are the most balanced option in the ratio of "price / quality" ratio, and in most cases it is recommended. The best experts are a prestigious option, it is a little better than the usual, and it is recommended only if you have a lot of money in the wallet. Everything is like in life.

    In addition, scientists of the whole galaxy are engaged in the fact that they are developing a device for negotiations with the Cleanov's Make-up - Makhpell. The speed of their work is small, and the game can end much earlier than this device will be created. Naturally, there will be only a power version of the end ("finish all of the clives").

    But you can help my scientists, if you bring them to the sale of the remains of killed Cleans: their engines, sense organs, fuel tanks - everything except the protoplasm itself, which is not needed by scientists. You may have a temptation to sell clisan trophies immediately on the planets, but it is not necessary to do this - do not be lazy to take the trophy to the scientific base. There you will receive the same money for them, and thus you can speed up the work of scientists several times. As a result, you can get a mental communicator before the war is over without your participation.

    It is interesting: Only on scientific and pirate bases, you can repair artifacts from black holes - all other databases and planets refuse to do this under the pretext of the "lack of a repair license". About black holes - below.

    Cleans

    "Famous Mute Tim" (Clean Tale)

    Meet - enemies. Throughout the game, they will try to defeat the Alliance of the five races, capturing powerful blows of the system, and then getting drunk and multiplying them. Cleanners can not be talking, they never retreat (and this should be used, by the way!).

    Favorite color clessowns - green. Anyone, even the most rolling, clizan ship is equipped with a weapon. They are fighting. If Clisan does not fight, he is either sleeping or died. Do not fight it can not. Because Mahpell orders.

    Not counting the Makhpella itself, there are five types of clisan ships in the game:

    Mute. This ridiculous name fully reflects the bravery and at the same time the weakness of such a ship. Someone on the forum was expressed as follows: "I kill Mutenkov, and I swear bitterly - I feel sorry for them ..."

    Mute (or Mutyata?) - These are small ships, very fast, almost invisible and practically not dangerous, except in the first years of the game. It is on the Mutyats (mutes?) The player will produce its first "stars on the fuselage". But they never inhabit the system alone. They must accompany the more powerful clisana ships. For example, roggers.

    Rogit. Speed \u200b\u200bship, slightly slower mute. It has already more noticeable firepower. Two or three rogs are already serious, but with one can cope without much effort. Rugs and mutes are usually included in the first wave of attack. Why? Because the clizans are peculiar to "Baranya" tactics. I saw - ran attack. Mute and Rugs run faster than everyone, so they turn out to be ahead.

    Catahuri. This is the basic attacking fighter of Cleans. Despite its small sizes, his firepower makes him think. At the beginning of the game, try not to let the catacauri - such a "flock" can squeeze very quickly.

    Nondus.Heavy ship. Sometimes his "head" for an incomprehensible reason blushes - an interesting optical deception. However, jokes to the side. Nondus is a very serious opponent. It is better not to join him in a duel: you are guaranteed to lose. For sure. At least as long as you have not acquired a heavy duty ship and did not pour like a chipmunk. It is good that Nondus flies slowly and it is easy to wash off from them (if the lighter ships do not interfere - and they can). If Nondus has one hundred and fifty-two hundred hits (hit punctors, game units "the health of the body) and it beat three Rangers, then you can get used and try to finish it with the last blow to get glasses for his murder. But you do not climb on it.

    Egmon. Ege! "What is this huge fool?" - "You yourself are a fool, it is Egmon!" - "Wow egömmon - such a huge fool ..." a huge and slow ship. Very dangerous. You can only beat on the last stages of the game and only choir if you are not superman.

    Mahpell. I will not describe it: when you see it, you definitely do not confuse with the mute.

    Planet

    The planet rotate around the central star in the system. The rotation of the planets around the star occurs slowly, but inevitably. Wheels in the system, you can not know in advance whether you will be close to the planet or it will be necessary to fly through the entire card.

    Each system has at least one inhabitable planet. As a rule, there are two or three. For example, in the solar system it is Venus, Earth and Mars. The rest of the planets are uninhabited. You can sit on them (fleeing from pirates or clives), but besides a beautiful landscape, you will not see anything. Altured to the uninhabited planet you can sit down, performing the quest.

    One planet is one race. In one system there may be planets of different races, but on one planet there can be no two races at the same time. Each inhabited planet has its own focus of the economy - industrial, agricultural or mixed. This affects the market, its demand and offer, on the quality and "advancedness" of the equipment that can be bought on this planet. Also, the planet may have a democratic regime, a monarchy, dictatorship, anarchy, a republic. In addition, each planet has a certain amount of population, which also affects the economy.

    On the planet you can enter the market to buy or sell the goods. You can go shopping for spare parts market, learn the news, repair the ship body and refuel. In addition, you can contact the government to pay a fine, go to jail, get a profitable offer or even a quest.

    To find out the names of all the planets, their race, the type of economy and attitude towards you, just Mouse over the star.

    If the system is attacked by Cleans, and the defenders have already faltered, then the storm should not be worried on the planet. If the clessowns take the top, you will die. Right on the planet.

    It is interesting: Passed close to the star, you can seriously damage the case, so the course automatically parses so as to avoid its heat.

    HyperProst

    According to all fantastic canons, moving between systems in "Space Rangers" is carried out through hyperspace. Calling a map of the Galaxy, you find the system where you need to jump, and click on it. If there is enough for the power of the engine and fuel (at the same time, the visually necessary system is inside the circle on the map), then, the flow of its move to the end of the card, you jump into the hyperspace and after three or four days you fall into the desired system. If there are not enough power - flies on the shifts, with transfers and refueling on the planets. This, of course, the process is unprecedented.

    In the most hyperspace you fly to the desired star along the shooters between the clots. By clicking the Space, you simply fly them without any difficulties - there is always one safe way from beginning to end. But, if you want to work out, rinse your nerves and just want to diversify the playback of the game, you can fly to the clots that are located away from your way. There you can meet pirates, hyperspace pirates. In each clock can be from one to five pirates. It happens so that there are no them there.

    The battle with them happens in real time in a strange, unusual, closed environment. You can either turn on the autopilot (then the ship will fight himself), or manage the fight "manually". Killed pirates sometimes throw away equipment that can be chosen and then sell in conventional space on the planets. After the destruction of all pirates, you can safely fly around the clock, collecting parts, and when you get tired - break off the obstacle to the obstacle before going out and go out.

    Hyperpro-spatial battles shamelessly arcades, and everything depends on the experience and reaction, while still in Quake III. But certain advice to the player can give, read more about arcade battles in the section "Weapon and its application" and in the section "Tactical Tips".

    It is interesting: After each visit to the clock with pirates, pirates increases. However, if you do not give a descent from the very beginning, they can simply ... End, and you will fly in their search for hyperspace and shout in vain: "Pirates, AU! Get out, I saw you!"

    Black holes

    The black hole is the unexplored area of \u200b\u200bspace.

    The appearance of black holes is announced in the news. The system in which there is a black hole is marked on a map with a special symbol that cannot be copped with anything.

    Fucking in a black hole, you fall into the arcade battle, which is like two drops of water similar to the described above. The whole difference here is that you do not fight with pirates, but with unknown ships of unknown civilizations. Sometimes these ships leave the artifacts after death (they are the most that only scientists are revealed - see above).

    Artifacts are not the details of the ship. They only "join" to the details of the ship, forcing them to work better or a little different (but still better). Artifacts will not buy in the store, so I strongly recommend visiting black holes more often. Description of all types of artifacts you will find below, in the section "Technique you have on the ship."

    You can not predict in advance which system will withdraw from a black hole. It is possible that you will find yourself in a system captured by Cleanners, and you will need to urgently run away from the homonymous crowd of green warriors.

    Technique on your ship

    Standard equipment

    "Well, finally, happiness: I bought a big gun.

    But how to fly now? Neither a tank nor the engine ... "

    (lyrics on the forum)

    As you know, the Ranger and the ship is a single whole. Therefore, it is very important to care for your ship, to carry out the EU (daily care) and then (maintenance), to replace outdated or the relevance of the part on time.

    Let us list the standard details of the spacecraft.

    Housing - Actually, the shell of your ship.

    Engine - This is the engine. Without it, you will not be able to fly, so it is necessary.

    Fuel tank - No comments. Without it, you too will not be able to fly - this is the second necessary thing in the ship.

    Radar - These are your eyes. Radar allows you to see and recognize what flies around you.

    Scanner - This is a device that allows you to scan other ships, determining that they are carrying and how strong they are.

    Droid- A machine that directly in space continuously repairs a damaged housing.

    Capture - This is what helps you take on board hanging objects, cargoes and trophies in space.

    Protective Field Generator - Weakens damage in battle and prevents scanning from foreign ships.

    Now - in detail about each.

    Housing - This is the basis of your ship. Each body has two characteristics. First, this is a volume that can be varied from about two hundred units (they are damaged glasses, hits) to thousands. This number is very important because it determines how much you can hang on the ship of the elements and how much put in the bag. Three is the whole volume remaining after the ship's scoring machinery and weapons.

    If you, picking up a heavy load in the bag or buying a heavy weapon, exceed the container of the ship, then you will not be able to move. Therefore, throughout the game you will try to save the vital volume of the ship, thinking ten times before you buy a heavy item. Having stuffed up for the very string of trophies, you will be forced to fly to the base or planet to facilitate there, leaving other delicious trophies to eat other Rangers.

    The second characteristic is the amount of damage that the housing can reflect when shelling. For example, you were fired with a laser with force 30, and the body reflects 7 units. Then the housing will only get damage to 23 units (naturally, there are other modifiers in the game). The volume of the housing is at the same time its strength when the amount of damage exceeds it, you die.

    Engine - This is what makes your ship move in space and jump into other systems through hyperspace. Your flight speed and jump distance depends on the engine quality. Good engine is the key to everything. Follow the lips - this is the key absolutely to everything. This is the most important detail in your car ... in the sense, in a spacecraft.

    You can fly through space without weapons, and no one will do anything to you if you just run away from the enemy, leaving the villains to sniff your exhaust gases and enviously watch the point on the horizon in which you have turned.

    You can fly through space on a chill ship in three hundred volume units, and the pirates and cleicans will not do anything for the same reason. You can remove the scanner from the ship - you will not suffer from the impossibility of scanning the contents of enemy ships. Let them fly, rapidly rapidly and trying to take you "on the gun." Hands short!

    You can do the cheapest and "short" radar, or, in the extreme, to remove it in general. Without minicar, which gives radar, you can do (although it is difficult). You can select cargoes in space, without looking, what it is (to look at the contents of the container is also the ability to give radar).

    Whatever enough, you can freely remove the capture of flying inseparate objects flying in space: you will not make any more money on the wreckage of comets, and you do not have to pick up their jams, in view of the absence of guns (see above).

    Droid for automatic repair and protection generator are not mandatory accessories: so, simple toys for warriors. You can calmly remove them and do not worry - what to fight when you really have a powerful engine?

    In a word, nothing in the game is as important as an excellent "fiery motor" for your iron horse. Here are the advantages of a good engine:

    The powerful engine gives a high speed of movement in space. It can play your favor when you hang on the tail hangingly tuned pirates or a green fleet of Cleans.

    A powerful engine together with a deep fuel tank will allow you to perform long-range jumping through systems.

    A powerful engine will give you the opportunity to make money well in quests. If you are confident in your speed (it should not be less than seven hundred eighties, and in an unattainable ideal should be about nine hundred), boldly choose a tougher time frame of the quest - it will give you a greater increase in the amount of money paid for the quest.

    With a powerful engine, you can enjoy a big body, have a lot of free place in the trunk and, thus, make a successful trading career. You ask why exactly powerful? Because a weak engine and a large housing is a complete drift: you will catch up and shoots even the most dowel pirate, forcing you to get rid of a couple of thousand or from the cargo.

    Fuel tank. With a powerful engine you will not even depress the presence of a small and shallow fuel tank in size in some thirty-three units (slightly more than the average distance between two adjacent systems). In the long-air system you can jump and consistent with transfers.

    Another thing is that in the presence of a powerful engine have a good and deep fuel tank strongly recommended. These two things interact perfectly with each other, allowing you to cross half the galaxy in the days. Very well, if you mined in a black hole artifact - black alive. However, what am I - how do you commit it without combat equipment? It's guilty, noticed. Let's go further.

    Radar. This is a very useful thing. With him you can notice on the minist of enemies and friends, useful cargo and dangerous comets. You can talk only with that ship, which is located in the area of \u200b\u200byour radar. If someone else's radar ship is more than you, then they can send you messages unilaterally. Radars differ in terms of range. Naturally, the further, the better. But there is nothing critical in the radar.

    Scanner.Scanner - half-herce thing. If you do not have enough space in the trunk, then sell the scanner and save on the volume. With it, you can scan other ships, determine their "configuration" to compare with your own, evaluating who will win the hypothetical battle. It does not roll with Cleans, they do not scatter them in any way. If the alien ship's protective field is stronger than the power of your scanner, the scanning will not take place. If you have money and place on the ship - use the scanner, worse than you will not be.

    Droid. For warrior or pirate, the droid is the necessary thing. She needs a merchant, in case of random contractions with a pirate. The droid is engaged in the fact that over the course of each turn, the housing is repaired, restoring some of the lost hit-attachments. The number of recovered hits depends on the type of droid. The droid is more powerful - the better.

    Capture. Without capture, you will not be able to assemble a protoplasm in space, abandoned goods, inconsolable fragments of asteroids for sale, artifacts. Therefore, the capture is absolutely necessary. Its main parameter is the power that determines the maximum size of the subject affordable to the "seizure". Suppose you have a capture of forty units. You will be able to collect slices of protoplasm weighing in twenty-five units, loads in forty units, but some abandoned gun weight in forty-five units can no longer be able to pick up. Capture must be changed to a more powerful as soon as he is on sale.

    Protective field generator. This is a pure "combat" equipment absorbing some percentage of damage. If you are a warrior or pirate, then the generator needs you, without any conversations. But if you are a merchant (who needs to clear more space on the ship under load), do not buy a generator or carefully evaluate its weight before buying.

    Quality of equipment

    In real life, when buying some technical device, we estimate it in several different criteria - price, quality, brand. We are looking for the best price and quality ratio. The developers were able to enter the same economic factor in the game using the simple concept of "quality". Each detail or weapon in the game has its own weight, its quality and their "race manufacturer."

    On the "market" the quality is designated by the color of two points on the left at the bottom of each item. The color of these points must be compared with a rainbow stripe at the top of the window. Left - low-quality items, on the right - very high quality. Find the color you need on the lane and determine the quality of the goods.

    Good quality means that the subject will break less in the process of use and less money will go to its repairs on the planets or space bases. Poor quality is an increased "fragility" of the subject, but at the same time low price. Your task is to choose a combination of price and quality combination. Note that the repair of an expensive thing will cost expensive. The low-quality thing will be more common to break, but it will be repairing it in the vigorous penny.

    Weight is also a key parameter. Naturally, items with a smaller weight are more expensive because they allow you to save space on the ship for other details or cargo. Your task is to choose either a heavy and cheap gun, or very expensive, but a little easier. I recommend not saving on weight and take a lighter thing, not paying attention to the cuts in the budget.

    "Race Manufacturer" affects the quality of the subject. Things made by wise Galcans are usually very high-quality and roads. Further, in descending order, Fenyang, people, delers and, finally, are young people. Miles and Perelege make primitive, heavy, brittle, but very cheap things.

    Almost every thing you can, for a certain amount, upgrade on the scientific station. The more expensive thing, the greater you will be sent for modernization.

    It is important: Do not confuse damage to the body in battle and damage to the equipment. It is possible to cut the battle of polcarus, leaving almost unscathed equipment. You can drive the equipment (for example, the engine) to the full breakdown even without a fight. Receive the case and equipment separately. On the planets, the equipment can be fixed if it breaks down half or more. The possibility of preventing a little worn equipment to you no one on the planet will provide. At the stations can be fixed in the usual way, and all together, and carry out prevention - but for big money. Housing separately At the stations, it is impossible to repair only on the planets. However, if you order to repair all Ship, then the body will be repaid too.

    Artifacts

    The secret developments of unknown civilizations, artifacts are things followed by black holes. Sometimes artifact can give for the implementation of an important quest or the liberation of the system, but I would not rely on it. All - in black holes!

    The usefulness of artifacts (with their small weight in 5-25 units) does not need evidence. It is enough to list them indicating the degree of utility:

    Iron zhele. This is a colony that settles on the shell of your ship and highlights the boat, giving your body an increased strength. Just useful artifact.

    Black alien. Placed in the fuel tank, black alone gradually restores fuel in it - usually two units for the course. Useful just shook! With black, you will never get stuck anywhere else and you can fly all the galaxy without refueling.

    Psi-accelerator matter. With the help of his consciousness, it is adjusted to the general wave with the engine and accelerates it, transforming the space around the ship. Very useful artifact.

    Scumbags. These are ultra-cooled bacteria, cooling engine in a hot battle. Just useful artifact.

    Prolonger.Fastened to the radar and increases its range. Just useful artifact.

    Scanner cache. Enhances the computing power of the scanner, which means its strength. Just useful artifact.

    Droid junior. Helps a drone to repair the ship. Very useful artifact at the beginning of the game and just useful - closer to her end.

    Nanithoids.Miniature robots that can repair everything will reach out. For each turn, they will give any unit (except for the case) for ten percent. According to the degrees of usefulness, nanithoids do even black alive. They can save you very much money on repairs. Not to repair only yourself.

    Erimeter. Fixes a ray of capture, allowing you to capture things slightly more than indicated in the capture specifications. Just useful artifact.

    Polarizer. The atomic source of subktiv particles, enhances the power of the ship's protective field. Just useful artifact.

    Probabilistic analyzer. Receiving scanning data can predict the likely battle of battle with any vehicle. Usefulness above average.

    Localizer explosive wave.It raises the likelihood that a more useful detail will fall out of the defeated enemy. Very useful artifact.

    Antigravitator. Using the principle of Gnuk-Einstein reduces the mass of the ship. Very useful artifact.

    Z-transmitter. With it, you can call the clives in the system on the principle of the manka. On an amateur.

    Quark bomb. Throw it into space, fly away, so that the explosive wave does not hurt, shoot. BSW! And fly. It acts very well against small and medium-sized clives - you can kill a dozen bomb. Very useful artifact. With the help of a quark bomb, you can get Mahpell even in the early stages of the game. In fact, this is the only way to defeat it in the first years of the game.

    Transcutor. Ku, comrades! The transconder is a heavy (sixty-shaped weight) robot that can be released into space to support in battle. In fact, a free "ductrack", always listening to you and does not pick up the protoplasm you fired. That's just the firing power of the transcorder is small, and weigh a lot of robot. For a warrior with a large hold - it is useful for a merchant - not very. By the way, after his death there is a possibility to catch a good part from the fragments.

    Army GP-3 direction finder. It is given to you for achievements on a military base. This delayer allows you to determine in advance how many pirates are flying in a hyperpriced bunch. So you can approximate your chances of winning and find the secret lair of the main pirate.

    Mental communicator. This is what scientists explore, and this is what will allow you to start a dialogue with Makhpell. When research is completed, you can purchase a communicator at the scientific station. I warn you: Copy money. It is usually less than in fifty thousand loans, you will not be sold.

    Third Page

    Weapon and its application

    Why do we need a weapon?

    With the help of weapons, you whirl your victory. In the process of the game, you can determine how much weapons are best suited for fighting in space, and what - for battles in hyperspace. You will learn how to form a balanced arsenal, making a difficult choice between heavy, but powerful weapons and easy, but weak.

    Weapons you buy on databases or planets. All you have five slots on the ship (seats) under the weapon. This means that you can have up to five guns. If there is enough of the volume of the body, of course, and this is not at all a fact, since the usual weight of large cannons starts from about a hundred units. If there is a lot of space in the hod, then nothing will prevent you from having seven or eight guns - just put five in the slots, let the rest let them in the trunk. From time to time you can change them. But why do you need it? Only the place is in vain to lose.

    Naturally, if you in battle suddenly picked up a powerful gun, then it can be used right there. Each gun shoots once behind the course.

    The weapon varies on the principles of action on the enemy. One simply damages the housing (the most direct way). Other destroys the internal equipment. The third slows down the enemy. Each gun has its own parameters. Of course, these are already described above "Race Manufacturer" and the quality affecting the wear rate.

    But the main thing is, of course, the distance and power. The range is the distance to which the gun can shoot. When choosing guns around the ship, a circle appears, and everything that is within it is available for attack. You can attack both the ship and asteroid, the subject, the cargo hanging in space or protoplasm.

    The power of the shot is calculated as:

    Each weapon has some maximum and minimum power. For example, we take a laser, power - 10-20. If you do not have a skill of the accuracy in general, then a ray with a ray of ten will fly into the enemy. If you are accused of pumping up to a maximum, then twenty.

    If the laser is improved on the scientific station, he can start shooting further. Or may increase power. Then the scheme will acquire the view: 10-20 (+5). At the same time, the shot is calculated, as before, the five is added to the result.

    When shot, damage to the housing of the enemy is calculated using modifiers that depend on the power of the gun, your accuracy, enemy sacrament, body and protective field. To some extent - from the DROID. If you cause the enemy damage to fifteen hits, and the droid at the same move will redee the case for ten, then the result will be damage to five hits. Everything is clear here.

    It is not worth it, however, think that each cannon has certain, rigidly given power and distance. No, even the guns of one species are all different. The tactical and technical characteristics of each instance depend on its quality, from the race, which produced this weapon, from technical advancement (advanced options are usually sold from scientists). Also all cannons are different weight.

    In addition, progress in the game is not standing on the spot (about the progress - below in the section "Strategic Tips"), and if the photon laser has knocked out 10-20 hits from the enemy, then closer to the end the average laser, bought in the middle store, 23-38 units will knock out. The new kind of weapon invented invented the new type of weapons first shoots a lot, weighs a lot and is expensive. But technology develops over time, and now it is not so heavy, and it fards more powerful.

    It is very important to understand that every weapon has a different way of action in space (where the campaign mode is valid), and in hyperspace or black holes (where there is an arcade fight in real time).

    What is the weapon?

    So, we present a description of all types of weapons.

    Photon gun.First level. Little weight, low cost, weak fire. Perhaps the only advantage of the photon gun is a long distance on which she can hit the enemy. At the beginning you will use the ease of guns (you at first there will be a small ship), but after a few years, throw photon guns without regret.

    In space: In the usual mode, the photon gun shoots pale yellow rays, almost imperceptible.

    In Arcade: In hyperspace battles, this is a volley of yellow, resembling rocket shots. Recharge rate average, damage - medium.

    Industrial laser. Initially, it is intended to split asteroids on having some value of minerals. In general, asteroids can be hit by anything, but only the industrial laser does it very carefully, keeping a large amount of minerals. In battle, he is not very impressed. If you want to take up the collection and sale of asteroids (on behavior it is, rather, comets), then use it. But soon this occupation will be bored - it does not bring big benefits, and chasing each asteroid - the occupation is still.

    In space: Blue beam. I would even say the trickle.

    In Arcade: Tight turns of blue clots. Shoots quickly, the battery is discharged quickly. Beats weakly, but has the weak properties of the homing, which is very good for the beginner.

    Burst tool. More powerful than a laser, but acts on a very short distance. After a couple of years after the start of the game, it will become your base weapon, although it will also be replaced when it is complicated by TTX.

    In space: Yellow beams. The action is similar to the laser.

    In Arcade: Green balls. Fly slowly, but beat highly Not bad, and also give an impulse of an explosive wave. If you quickly fly in hyperspace and simultaneously shoot, then you can stumble upon your own charges. The bursting tool is convenient to shoot, the stirmers are ass. Another curious property of the explosive gun in arcades - they do not explode themselves, but only in a collision with the ship. If you missed the discontinuous tool, then its charges begin to fly endlessly throughout the "arena". After hot battle using such weapons in the field of battle, dozens of green balls begin to fly, make it difficult to move you and your enemies.

    Graviton flames. The thing is not particularly powerful, approximately equal to the effect of the explosive tool. But there is a better radius of action, so it can be useful as replacing a discontinuous tool. The main thing is to find a light better, because with the advent of this type of weapon in your arsenal, the first problems with weapons weighing are beginning.

    In space: Here it can be found in a beautiful multicolored blue-green beam.

    In Arcade: Yellow bagel balls. Buck pain.

    Retractor. He does not damage the enemy ship, but only leads to his slowdown. If the pirate runs away from you on the planet (where it can be renewed) or in the hyperspace, then it happens to slow down well by the retractor. But there is no special benefit in the retractor.

    In space: Green dotted flow. They love sinning Cleans.

    In Arcade: Rasking in all sides fan of shells. Here he really damages the ships. Apply against a big heap of enemies.

    Faser Keller. Guest from Star Track. Beats at a small distance, but powerfully. Pretty heavy that bad. Usually applied in close battle, if you need to kill the enemy as quickly as possible by all forces.

    In space: Yellow sinusoid.

    In Arcade: Quick turn of yellow balls. Finding on the enemy Casual, they will not do anything to him, but if you pressed the enemy in the corner and fed it with all the queue, then it will not seem not enough.

    Eonic blaster. Very heavy and powerful weapons. Beats far. It does not come out of fashion almost until the end of the game. Very convenient for use in Arcade.

    In space: Red pair of rays.

    In Arcade: Blue bunches with tails. Possess the very powerful properties of homing. If you are shooting with Eonic Blasters, run away, and after a while the clots flying for you will go out.

    X-defibrillator. Sustilly hits the ship, but at the same time it destroys its internal equipment. It would be necessary to ban this weapon, like inhuman, but Cleans love them very much - especially Nondus and Egmon. My defibrillator does not seem like a very useful weapon.

    In space: In the usual battle, the defibrillator to learn is easy - this is blue lines, similar to a schematic image of radio waves.

    In Arcade: Here it is cubic shells, which, after hitting, break into smaller parts.

    Sub-season gun. Powerful, but not a highly long-range weapon. This cannon is very convenient for use in arcade modes. It is also advantageous to be used to fight in space with flocks of small clessans, due to the fact that it has the effect of "firing in the squares". With Cleans, you will probably be able to fight, so the sub-season guns will not leave fashion long.

    In space: Yellow clots. Not only the target is damaged, but also nearby enemies.

    In Arcade: Green large Circuits. Flying past enemies, they with the average accuracy of the small queues of green in them little bunches. Those are not very bad, but it is decent - a few slim shots from the sub-season gun can hardly sweep the enemy. The situation in which the fire from sub-season guns is conducted according to you, it is impossible to be called particularly pleasant. If the enemy has this weapon, try not to let him impose a fight in close distances.

    Annigilator field. Bulky, but very effective weapon.

    In space: The enemy envelops the yellow field, take away the hits at the housing.

    In Arcade: Here you shoot a powerful yellow beam. It is necessary to aim thoroughly, there is no homeworker at the beam.

    Tachyon cutter. First, the tachyon cutter is very powerful. Secondly, he shoots a very long distance. But he is also extremely heavy. Tachyon cutter can be perfectly useful for you for tactics "hit and ran away."

    In space: Yellow beam.

    In Arcade: Rainbow strip. It looks fun, but the enemies are not quite sweet when they get such a "strip." Using the tachyon cutter in Arcade, it is important to aim thoroughly - two or three shots with a tachyon cutter completely eaten the battery, and you have to wait long until it charges again.

    The vortex spotlight. Here on the vortex searchlights you will end the game. In spotlights and tachyon cutters. The cutters you will beat the game from afar, and the vortex searchlight is to finish. Naturally, if you have enough money and places on the ship under such a huge gun. Shot from the cutter, the vortex and the Phasera Keller - and one mute in the world less.

    In space: Double spiral resembling DNA.

    In Arcade: Around you begin to cut the spirals of two bunches. If they fall across the enemy, they cause solid damage to him. You can only use in the near battle. Better - against several enemies immediately.

    Absolute matrix. Absolutely useless thing, except for the benefit of selling this unenportal scholar. It is not for sale anywhere, it can only be captured as a trophy. Actually, affects the inner equipment of the ship. Cleans use it in order to maximally harm the Rangers economically so that they ruined on the repair. You do not need to ruin Cleans - you need to kill them.

    In space: In space, it is yellow narrow "radio waves", divergers in the direction of nearby enemy ships.

    In Arcade: A peculiar "Carton", which explodes in a short distance.

    Hell wave. Curious clisana weapons, but, in view of its gravity and small efficiency, I would not apply it. It is the hellish wave that extends around large clizan ships, damaging everything around at a short distance. Of course, the conclusion suggests - it is necessary to use it in the crowd of enemies. That's just inconvenient because of the huge weight. In the store a hellish wave not to buy - just get from Cleans or in black holes. Its value is quite decent, so I usually sell a hell with a scientist's hellish wave.

    In space: White double wave spreads to a small distance around you.

    In Arcade: Again the wave, only consisting of drops resembling boomerangs. Damages everyone around, but not much.

    Eyes Mahpells. Powerful weapons and very heavy. Shoots far away. Using the eye of Mahpella is a matter of taste. You can get in the dead Cleans and in black holes.

    In space: Lilac zipper.

    In Arcade: Eight powerful charges that are similar to the charges of the absolute matrix are spilled around you.

    "Piracy is good! This is not rebiring. Pirates are arrested and put in prison ..."

    (from the forum)

    Who to be?

    Choosing your "representative" in the world of "Space Rangers", it is important to create exactly who you imagine yourself. If the name is a matter of taste, then it is necessary to come to the question of the race more seriously. If you doubt - take a person, his face is prettier. Advanced players can try something else. The choice of "profession" affects your relationships with planets, races and NPC, and your original equipment. Create a few heroes and select what you will do more.

    Birth of the world

    With the beginning of a new game after choosing your race, the name and "class" is generated by the world in which you will live. Not just a blank shakes with a mixer, namely a new world is created. The number of sectors, the location of stars, planets, races and population, political system on the planet is determined.

    Theoretically, the world may turn out, where there will be no raners of some race at all. Maybe it will be a world where Cleans from the very beginning will be brazening, and you will have to defend everything from the last strength. Maybe Cleans, on the contrary, will suffer defeat for the defeat.

    It may even get the world of pirates in which they will drive and keep peaceful ships in fear and even Rangers. The world can be calm or militant. If you are not satisfied with the very world from the very beginning that you have turned out, it makes sense to start a new game and generate a new one.

    Temporary Frames of Games and Evolution

    Here you first spinning with your native planet. On the calendar - January 1, 3000. Time went.

    Each move is one day on the calendar. One transition in hyperspace takes up to a week. Arcade fights occur in general. Develop you, the world develops and lives. It occurs events, military battles, seizures and surrender systems. In addition, scientists of different races explore new, advanced types of equipment and weapons. Do not hope to find a singular engine (speed - 1000, range - 51 parses) in the first years - it will appear only after a couple of dozen years. When it is - depends on the volume of research. So far, use old - reactor (400, 21 parses) or phase (450, 24 parses).

    Well, well, we found out when the game begins. But when is the game ends? Or when you die, or when you defeat Cleans (or they finish them without you). There are no accurate borders of the game, in principle, you can play at least a hundred years.

    In general, the averaged results are approximately such: on a light level, the game ends after 13 years, on average - after 15, on heavy - 17 and on expert - 20. These are exemplary numbers - nothing will prevent you from reaching thirty or forty years. If you destroyed or drove clizans, but do not rush to declare a report to the Rangers Center, then the time you can pull infinitely. Another question is whether it is necessary for you?

    Over time, several continuous processes occur at the same time. As mentioned above, the planets are inventing technical innovations. On the industrial planets of the invention are faster, their speed also depends on the number of the world's population. Novelties are constantly. The same thing can be open repeatedly - it is constantly improved by the characteristics.

    Despite the fact that the game time is in no way limited (seemingly), at a certain stage of it, the war rolls into its positional. In this case, neither the other side does not seek special success .. it happens closer to the fiftieth year. From what? Just steep and Rangers, and Cleans. Due to the coolness of the Rangers attacks, clichany on systems usually fail (although they can sometimes be completed). The coolness of Cleans manifests itself in the fact that on the captured planet systems under their control begin to produce new green ships with very high speed. Even if the Rangers and powerful warships are operating in the system, it becomes simply impossible to repel the system, since the new freshly fresh green ships constantly appear.

    Hence the rule - do not slow down.

    It is interesting: To find the person you need or in time to track the appearance of technical innovations on sale, use the search engine. In total, five loans will be reported to you where which is (if located). Looking for a singular engine on sale? Type "Single" in the search, and you know exactly, they opened it or not yet.

    How to deal with capital?

    From the very beginning, the bitter finance problem will rise to you. It must somehow decide.

    Pick and sell everything that lies badly (especially asteroid debris). Do not break to perform the tasks of governments. If you are ready to spend a watch-other, developing the skills of arcade battles in hyperspace, can produce equipment dropping out of pirates.

    As soon as you have a small amount of money, you can start trading. The rule here is one thing: bought cheaper (in the article by an asterisk to the left of the goods) - they sold more expensive (asterisk - to the right of the goods). The more planets in the system (even better - planets from different races), the more you can earn on it.

    Always have a free space in the trum. Minimum - one hundred units. Ideal - up to two hundred and higher. The more party you are taken, the greater the larger Nava you will have from each flight. When selling an expensive product, the planet falls demand for it. Falls and the price, so you get unprofitable to sell the goods. Now imagine that you have a lot of ten in fifty units, and you have two times the product in the amount of fifty pieces. You will earn a little before the demand is satisfied. And if - one hundred fifty pieces? The difference is essential.

    The product is more expensive - the more on it Nava. Products are inexpensive. You can download all the best products and get small money. It is better to deal with minerals that can be collected in space.

    But it is most profitable to carry dear goods. These are equipment and luxury items. For one successful flight you can earn two or three thousand. But keep in mind that for large-scale luxury purchases you will need a large capital. As a rule, in the databases you can buy goods cheaper than on the planets.

    On the planets of small luxury - illegal. Almost everywhere, illegally weapons and drugs, in some way - alcohol (more about forbidden goods - in the "Basic Principles of Game" section) When selling illegal goods, you can get a good profit, but the planet can call and plant you in prison, or attack with military. It is not worth angry the planet if you are later going to take a government assignment there. If the default tasks are not, you can deal with the smuggling relatively calmly.

    When you satisfied all demand in the system, fly to the next. Do not climb into the system where pirates are hosted. Especially this is sinning by the system of delers.

    Here you have learned to trade. If you are attracted by a trader's career - so it will be so. If you want light criminal money - buy military equipment and become a pirate. If you want to play, renting trophies - be warriors.

    Live, perform quests (also a good source of earnings), but do not forget about Cleans.

    What do we do with Cleans?

    And nothing. At least do nothing in the early years. No, you can visit them, but you can not do anything with them. Silenok you still have little. However, the protoplasm should be handed over, to increase its levels - it is necessary, as well as a military rank. Yes, and scientists would have a good help. What to do? The output is one - to use the fruits of someone else's work, aligned by the rigged by other ranks and military protoplasm and pieces of bodies of Cleans.

    The principle is simple. You fly into the system after the army ships or a bunch of other Rangers, hide the backs of their backs and begin to get rising, laughing for killed by Cleans. You can finish podrangekov to get military glasses for them. If four Ranger almost finished Nondus, then you can turn into a battle (only carefully). If you are lucky, and it is your shot that will be fatal for Nondus, he will be recorded on your account.

    Even in the system, where, besides you, the clizans are attacked by others, you can suddenly face a face with cloudy mute and catahuri. Do not be lazy in the hard situation to help. Make legs.

    Over time, you will become stronger. The same will do green wanders. Somewhere in five years you can already kill in the battle of individual catatars, helping the Rangers to protect the systems, and in fifteen years - to beat the enemy and in the tail, and in the mane. But even then you will not be able to fight on our own with clisan systems.

    In general, protect the system is easier than to capture it. Protecting, you can fly to the planet "be treated". But it is impossible to sit there - if the deplorable financial situation and the broken equipment no longer allows you to fully fight, then try to escape to other stars.

    It is interesting: At first you have access only to a small number of sectors. From the rest you have no cards. Sector cards are bought on border planets. Cards over time are more expensive, so try to stock large number of cards as early as possible.

    How to grow in the level?

    Each real ranger should understand that the Rangers centers introduced a stupid award system. There they consider the merit of the Rangers on the brought protoplasm and for it allow to develop skills. But no one will tell you directly, where to take this protoplasm. You can fly over other rankings and steal the precious substance from them from under the nose. True, they don't mind the protoplasm, knocked out the player from Cleanners. Who grabbing her faster, she will come to that.

    If you are in the soul type immoral, then you can buy a protoplasm at the pirate bases. Let her fake. The main thing is that in the centers of the Rangers take it for the real one.

    Skills to develop should depend on the selected game tactics. If a player is configured to fight, then you need to pump an attack and maneuverability. For trading, you should develop the skills of maneuverability and repair. It is recommended to develop skills in parallel and do not forget that the skill of trading will help for a higher price to sell the equipment found.

    Quests, quests, quests

    Quests can be taken on the planets, but some of them you will get in space. Planetary quests (here we will only talk about them) There are several species. Firstly - Text: You fly on some planet and perform it there. The passage of all text quests can be found below.

    But there are other quests. In them you need to destroy the pirate or ship, bring the cargo, patrol the system, guarding it from pirates, and so on.

    Read the quest conditions very carefully before you take it. On which planet you will need to do it? How many days do you have this? Feel free to check the location of the desired planet on the map. Find out if you will receive money for executed immediately (in place), or you will need to fly back. Sometimes it is necessary to have time to go back to the specified period - only then you counted the quest. Carefully calculate your capabilities and you can start bargaining.

    In almost every quest, you can propose to simplify or complicate the conditions for its implementation. Simplification is a longer period for its execution or shortcut for patrol. Complication works on the contrary. In the first case, you offer less money for the fulfillment of the quest, in the second - more. Locked Quests from Perelents, you risk - they never speak directly the amount that will be paid to you.

    To fulfill quests, the most important "brought" on the ship is the engine with fuel tank. Only they determine, for what time you can turn around. If the engine is missing, take the conditions "easy". If the engine allows you to dare to the system at once - you can safely take the conditions "though". If you are quickly moving in space (gross case and powerful engine), then you can take difficult tasks, even when the system is two hyper jackets. Have time. And you will also have time to refuel.

    But these were text quests. And others? Some of them are easier, some kind of harder. I would not advise you to take an order for killing a pirate, especially in the early stages of the game. First, you are weak, and the pirate, perhaps, times in two more (it is impossible to understand it right away). Secondly, the pirate is very difficult to kill. Even if you attract two-three traders or warriors to help, nothing hurts the pirate from time to time to repair or just run into another system. Or kill you, which is more likely.

    But, if you, nevertheless, decided to take the quest for the "murder", then the tactics here will be approximately so.

    First, the goal is moving, so on all the planets that you visit, you need to go online (some call it the information center) and set the name of the pirate to local Yandex. So you find out its location. If the pirate suddenly changed the deployment, change the course.

    Fourth Page

    Here we arrived. Immediately inspect the sector and check all the pirated ships around you, look for the desired name (by the way, the name of the pirate ship consists of two words: type and name name - for example, ordered Paseshak's pirate, then it may be lyakly Paseshak).

    If not found - do not rush to search in other sectors, it may be, he is now refilled or gears drugs on the planet. Skip the move and see if it will appear. If not - wait yet. If it appeared - immediately attack with all the forces and cannons, feel free to invite the neighbors to the struggle.

    Pirate can sit on the planet. It is unpleasant, but what to do. Also sit down, repair and take off, continuing to wait for it in orbit. Pirate can also fly to another sector - then dive after him, catch up in another sector and achieve.

    It is an unpleasant situation - you flew to the right place, and in the news they say that such something (your customer) got into prison for three months. Unfortunately, the quest, most likely, will be failed, you will not get it in prison. The problem is treated only by downloading the saved game.

    But it happens that, having received the task, you will find out in two days that it is fulfilled. How so? Just - pirate died. Cleans stuck or the military finished - no matter. The main thing is that under the contract it should be dead, and he is dead. Fly for a reward.

    Patroling system is much easier to "kill" tasks. If you are a merchant and want to stretch in the system, you can take this task at the same time. Pirates usually happen in the sector, and you are not waiting for a special heroism - just watch the infended pirates. If suddenly the SPARA started in the space - fly and disperse. Tell the pirate that the ship is under your protection. If you are a steeper pirate, it is most likely imbued. If, on the contrary, connect to the Swad. In this case, a different pirate does not stop.

    Usually after you connected to the battle, the enemy sits on the planet or flies away from the sector. While he settled on the planet, deal with other pirates. The patrol period is very small, so such tasks seem to me simple and quite fulfilled for a newcomer player.

    What to do with pirates?

    Pirates are developing with the player, and at the very beginning of the game they are much stronger than you. This state of affairs can be maintained for quite a long time, and the only hope is a fast engine. Over time, accumulating experience and equipment, you will become powerful enough for most pirates (I mean ordinary cosmic pirates) did not risk you to contact you.

    Pirates, however, are also different - arrogant and humble, strong and weak. You can choose a victim of a pirate with a dead body and offer the nearby merchant together to attack it. Here, you are already two, and he is alone.

    Flying on their affairs in systems where pirates are hosted, look carefully on the sides. If the pirate "persuaded" some ship to throw away the cargo, then you, possessing a fast ship, can intercept the container hanging in space.

    Friendship strong will not break

    One of the interesting features provided by the game is the ability to hire an Rangers to the service. You can hire a "Batrack" -Langer for the amount that starts from about five to ten thousand loans - it all depends on the rank of subordinate, its "coolness" and the term for which you hire it. The less you pay him, the less he will serve you.

    If you can't hire an Ranger yourself, then most likely the problem is as follows:

    You have a low leadership skill (there is more about this in the "Role-Play Elements" section of the "Basic Game Concepts" section).

    You do not have enough money (only if you have less than thousands of loans).

    The potential "bareka" rank is higher than you (get skips on a military base or wait until newcomers are checked into the ranks of the Rangers).

    The Ranger you are trying to hire is a good leader himself (if he has one or more ships in submission, you will have to tie with attempts to "buy" it).

    It is already in submission (if it is really important for you to take it in the "Bathers", then wait until the service life is over).

    He does not want to serve you in general (well, if you never - maybe you just don't like it).

    But, suppose you still hired a friend. What advantage gives cosmic "foolhood"?

    Ranger constantly follows you. If he has fallen behind, it will catch up after (and in the meantime you will think - whether you need a friend-ranger on the brake phase engine).

    He, without long disputes and conversations, attacks on who you will point your finger.

    If the Ranger is a pirate, and began to rob someone else's ship, you can order him stop.

    But an independent person at the same time the Ranger will never cease. He still appreciates the situation in terms of benefits for himself. If you do not give him special tasks, then by arrival in the sector, he begins to engage in its own problems - collects minerals, protoplasm, quarrels, put up or pirate. It is unlikely that you will take it every time - it will quickly get bored.

    Especially since the Ranger is not always listening to your orders. If you flew to the clisana system with him, then, appreciating your chances, he can just to-wear and flush back. There he can speak conscience, and he will return to help you. And it will help if it does not impose into pants again.

    Your "Bathers" will not lose you - they always know where to look for you. But keep in mind - they are almost always weaker than you and worse equipped. Remember this, fluttering on all pairs through the system captured by Cleans, dragging the tail from Nondus and Catauri. If your partner flies to fly in the same place, it may not withstand the massive attack of angry clives. Of course, he will try to escape, but maybe it's too late.

    If your partner died, you will learn about this from the space service news. If his term came out, he would specially arrive at you and inform about it. Naturally, you can immediately hire it again.

    Here, we will have on the Kolyma ...

    If you are a bad ranger, we will take piracy and smuggling, then some planet may end patience. You may be forced to take on the planet with the help of a military or arrest when trying to enter the representative of the authorities.

    You go to jail. Prison in the game is a text quest. You live in a chamber, communicate with the models and administration, trained, read books, play gambling ... and so on. Usually you are planted for up to three months. If you behave well, you can exit conditionally. Quest prison solutions does not have - you just distort your term. However, to lose here really, if you can not withstand the life of the arrestant and discard the hooves.

    However, in prison you can earn a lot of money. It is simple enough. Be smart, have some amount of money with you. Do not go to the dining room, on the tarakanya run, boxing, gym or to work. Just play and go to the library. Play a hundred loans until you become head. After that, start playing the credits. Relax every Sunday, sometimes go to the masseur.

    Bring yourself with the guard younger, do not spoil the relationship. If the guards will demand money from you - let's. Relationships support at a normal level. If you get out of the administration, get to Schizo and can loss health from beatings. If the relationships are too kind, and you are credited to corrected or may even release. It is also not good if your goal is to earn good.

    There are other ways to make money in prison. Do not be afraid to experiment. The main thing here is to follow health.

    To spoil the attitude with the planet, just buy and sell for prohibited goods on it. With the help of a dismission, you can earn a hundred and more than thousands of loans in two or three years. But it is the path of the Macchin. We will go different ways.

    Remarks on the plot

    Making trade, wars, piracy and other funny things, do not forget about the plot. To be able to complete the game in the way you want it, in time we carry scientists for the wreckage of clizan ships to get a mental communicator as faster. Even if you are a warrior or merchant, do not forget to sometimes enjoy the pirate base. If you offer information there for money - do not refuse. This is a storyline. If you do not recognize it, then several options for the end of the game will be closed.

    In case of an unforeseen meeting with Makhpella (players of her friendly call, then Morpekhukha) Keep a couple of quark bombs in the hold. They weigh a little, the pocket is not drawn. But at the right moment you will not have long and tediously shoot her thousands of hits at the uterus of clives.

    I'll say right away: if you organically do not digest the arcade, you can go through the whole game, never falling inside the black hole or pirates with pirates of a hyper-spatial bunch. Flying between the stars, you can always find a safe way between the clots, and no one is abolished into black holes. Of course, then you will not be able to get in black holes with useful artifacts, but the game can be passed and without them. Well, or with their minimum obtained for the valor.

    There is one "but". The final battle of the plot is just happening in a black hole. But you should not moan and prepare for the worst. It is enough to put the ship on the autopilot, and you can easily defeat here. By the way, you can do without a battle at all.

    Autopilot (key " BUT") You can also apply in any other arcade battle. If you don't touch the control keys for some time, then the autopilot will turn on it yourself. It will act, based on the situation, and it will not be worse than the enemies. However, this does not guarantee you victories - Enemies may be much stronger than you, especially since one enemy in arcade battle is a rare lucky. Usually there are more. Maximum - five. Autopilot can destroy one or two, but you will never want to destroy.

    The main elements of Arcade

    If you still decided to attend black holes and even occasionally look at the guests to the pirates, then you have a fare.

    Examine all control keys. You will die in battle to quickly set up a weapon into two types of keys, so that I will beat the Eonic Blaster, and near, for example, the faucer of the keller. Carefully track the effect of weapons, its strength, find out what a situation which gun is better to apply.

    When shots, the hypothetical "battery" of each type of weapon is discharged. A certain time is spent on charging, during which you can use other weapons.

    "Feel" your ship. Learn to quickly and clearly move in space, send the ship's nose to the desired side and shoot. This will help you empty hypersgars. Use inertia. You can quickly turn on one hundred eighty degrees, if you hit the wall.

    The number of possible configurations of the arcade field can be counted on the fingers of one hand. You must learn the places where prizes are, learn how to quickly run on them, use the "terrain" for your own purposes.

    Train yourself from the shots. To do this, you can use your own weapon. Make a few dozen shots from the discontinuous gun in different directions, and its charges will start flying around you. Drive away from them in flight.

    After a couple of hours of training, you will feel in Arcade much more confident. Now you can try to fight with a real opponent.

    Each bunch or internal black hole is the surface of the ball. You seem to "slide" on it, seeing only a separate area. If you carefully look closely, you can watch enemy ships from time to time, flying on the opposite side of the ball.

    If for some reason you need to avoid combat clashes (for example, you urgently need repair), try to be on the opposite side opposite.

    Prizes arcade

    In battle, you will be able to select special arcade prizes, reinforcing or weakening you. Prizes can take your enemies. Each of the prizes is valid for only a few seconds. After taking a place where he was, some time remains vacant, then another prize appears on this place. I will list them.

    Positive prizes

    A life - slowly restores the housing. This prize is very useful. He can save even the most desperate position. If you have little hits left, then, waving life, do not get involved in the battle for some time, waiting until the prize will end. Then join the battle with new forces

    Protection - Blocks half of the hits. Also a useful prize. Taking it, you can spend a risky attack.

    Force - Increases the defeat of the enemy half.

    Acceleration - Acceleration one and a half times. Acceleration is usually impressed when it is necessary to leave from under fierce fire or look at the level of an additional life.

    Accelerated reloading - The battery is charged twice as fast. The smaller you have the guns, the more useful for you accelerated recharge.

    Invisibility - You do not see if you are far from the enemy and do not shoot

    Negative prizes:

    Slow - Slowdown one and a half times. As a rule, this prize comes across a random order. Under the action of deceleration as far as possible fly away from the enemy and wait until the prize is passed.

    Blocking weapons - Does not shoot. A good reason to learn silently dodge from someone else's fire. If the prize of blocking the weapon randomly (or is no coincidence) took the enemy, boldly sit down on the tail and Bate Ghada from all types of weapons.

    Random prize

    A random prize may be any - both positive and negative. It always has a risk. You can get to themselves, but you can get a blocking of weapons or, even worse, slowing down. If the enemies are weaker than you, do not take random prizes. If you almost finished - you can take a chance. And win.

    Tricks in Arcade

    It is not necessary to try to honestly "shoot" and "to go around" the enemy, gun only the spinal cord. You can use certain tricks for your own purposes. One of these cunning tactics is called "Tacanka".

    It is as follows: you only take a weapon yourself in Arcade, such as industrial lasers, Eonic blarses, sub-season guns. You can take a vortex spotlight. Then learn to be clever moving around, the stuff ass (the flight rate is the same as when flying forward). Through the hours of training, you are already flying around the level, watering enemies from the homing weapon.

    This tactic is best suited for the most complex and most "round" level, in which there are good prizes on one side of the triangular "walls", and at the other side, random prizes are under the semicircular "shirms".

    At other levels, it is better to use the tactics of "Dolby Suround" (you fly around the heap of enemies, while they are shooting you, because of the cramped each other).

    But best on other levels to use "lazy" tactics. It is extremely effective. Using it, you can defeat five opponents almost without a single shot. Are interested in? Let's proceed.

    On all the "levels" (except for the "round"), you can find a strange thing - black, with spikes, reminiscent of the sea mine. It possesses a gravitational action by attracting ships to itself. Missed this effect manifests itself weakly, but it is difficult to break out of the arms of "mines". But this property would not be so helpful to us if Mina did not damage the ship near her. In addition, about mines are usually there are negative prizes, which is also our hand.

    Immediately after entering the "Level", you dare from enemies and look for this "mine". Having found it, cut circles around it, trying not to get under the gravity.

    The enemies falling for you in attempts to solve your strange maneuvers will fall on this mine and will begin to "fight" about it. Imagine a picture: three enemy ships "sit" on mine, get damage, from time to time "collect" prize slowdown or blocking weapons. You fly around them.

    Naturally, the ships will try to open fire, but you, flying circles, will almost completely safe. But the comrades sitting next to them will take on the main blow. A couple of minutes will explode the last ship, and you will only choose the details that remained after them.

    In the worst case, the opponent shoots the opponent with his random fire. In this case, the action of gravity will not cease, but you will have to finish the enemy.

    Where are our homemade guns?

    It is important: On the "Round" level, such a tactic does not work for a simple reason - there is no "min."

    How to fight in space

    The battle in space passes in step-by-step mode. You pave the way, assign goals to the goals within reach, click the gap and watch what happened. Then make the next move.

    You can simply order your ship to attack the enemy to all the available arsenal, and he will do it independently, pursuing and attacking the enemy. It turns out such a kind of autopilot.

    Do not spray fire from guns for different purposes. This can be done in one case - if you almost finish the enemy just enough one shot. Only then other guns can be directed at the next opponent. If you shoot in different directions, then turn into a challenged chicken, without a sense of the battle-wearing battle. Do one enemy until it turns into cosmic dust, then switch to another. It is best to first attack the weakest enemy (in the case of Cleanners it is mute).

    Carefully follow the degree of wear of your equipment. Do not get involved in a hot battle on the twilight equipment. Naturally, follow the integrity of the case - this is the "health" of your ship. Evaluate the "heat" battle. If it becomes too hot, make your feet - a good engine will help you. It is not necessary to save on the engine at all - it will help in quests, will save in battle, devour all the money on repair.

    Feet can be made on the planet. On the planet, you can safely repair frankly broken details, patch the case, refuel. If the planet is far or you are in the CLICKAN system, then jump into the hyperspace and be designed in other systems.

    It is better to run away in time than to die must.

    Hit and ran away

    Cleans take a number. Usually they are spilled immediately a large bunch consisting of small delivering mute, larger rhogs and dangerous catataries. Somewhere behind at this time are usually tightened to the line of the front of the Nondus or, do not bring Lord, Egmon.

    It is best to kill Mutenkov first - so you will raise a personal counter of the killed Cleans without any problems. Then they can swim by Nondus and, if you are not strong enough, it's time to give a job with other Rangers and military. Hold them with strong backs, and if there is no spin, then just wash off.

    If you with another ranger (not necessarily hired) flew into the clisana system, and that suddenly turned sharply and decided to make legs, know - the danger is really great. It would be nice to follow the example of the wise rank.

    If you are confident in your speed and you can freely overtake the mute, then use the "Hit and Run" tactics ("hit and ran away"). If you have a low-power engine, immediately use the tactics "Run for Your Life!" ("Saw together who can!").

    Tactics "Hit and Run" is the usual for the Rangers. It is as follows: you fly into the clisana system, feed as many enemies as possible, and when the situation starts to become hot, make legs sharply. Usually, sniffs of Cleans fall under your hot hand - heavy just may not have time for you. Sometimes you can start teasing green ships, flying circles over the system around the central star. From time to time, let me closer to individual mutenks and rhithics. Wrap them with them.

    If you have a repair droid, then, withdrawing, you can be repaired. Here, however, it is necessary to monitor the wear of the equipment: if the engine refuses you, you are the dead man. The presence on board the naniteids, independently repairing the equipment, will relieve you from this headache - this is another reason to visit black holes.

    ... and picked up

    On the go, you can choose from the wounded and killed Cresanov good. It is not worth it, however, to greed - if you are too taking off, running around a big piece of protoplasm with a cry "Is it really all this?", Then submissively Nondus with a bunch of catatari can greatly undermine your health.

    Tactics "run around the system, kill, and on the second round it will not work well" either. Cleans of somehow they do not like it when protoplasm and green carcasters fly around them, "it brings them to sad thoughts. Because of this, each fluttering by the green wagon, the mouse, considers him to shoot him and break into it to smash. To be able to pick up a protoplasm after the dead ship, maneuver so that the rest of the ships sailed if possible on it.

    Selecting trophies, you compete with other rankings. Delicious trophy can lead literally from under your nose. When you try to capture one item with two ships, he usually flies to the one who is closer. If ships stopped at the same distance from the subject, you can watch the funny competition "Treating trophy" for free, which can last by day.

    If you and the Ranger-competitor are at the same distance from the trophy, try to pave the course so that you land at the end of the course as close to the desired thing. In this case, you will drag it into your best. However, it is possible to such an option in which you simply "spare" on it and you will not be able to click on it the cursor. Fuck this outcome.

    It is interesting: Do you know that space does not end on the border of the card? You can check yourself for what distance it extends outside the borders. The main thing is not to get lost there. Some believe that behind the edge of the card you can hide about the supply of protoplasm and valuable things: allegedly there will be no other Rangers there. You can try.

    Mute and Sun.

    Previously, in the struggle against Cleans, it was fashionable to apply the luminaries of the system. Allegedly, these green guys are quickly losing their health and die. The main thing, they say, cut around the shining circles so that green invaders flutter on the disk and lose their health. You can check such tactics - maybe it will work for you. With a patch, however (unfortunately, or fortunately), Cleans became three times more refractory, so that Ikaar lost its relevance in the patched game.

    Protoplasm about the supply

    After a hot battle, I suppose you, you are more than once, having squeezed a lot of top for a prominent and protoplasm, you will observe with bitterness, as other Rangers pick up everything else that did not fit into you in the trum.

    And it is a pity, and nothing can be done - there are no places in the truma. However, there is a way that will allow you to postpone the scored slices of protoplasm "about the supply" so that nobody touched them. To do this, you need a lot of space in the trim (150-200 units) and very good capture (the same 150-200 units).

    Do this: Fill with the Prodopolism, until it accumulates a lot. Then throw away with all one large piece - the main thing is that you yourself could pick it up. Rangers will not be able to "swallow" such a big piece and simply ignore it. You, meanwhile you can score clisan details, it is advantageous to sell them on the scientific database, and then calmly return to protoplasm.

    Note, cunning is valid only in relation to protoplasm. Dear slices of the Clean Sweat, you will not be able to throw out the "one piece". If the "hellish wave" weight in two hundred units will fall out of Egémon, then no one will take it.

    For confidence, however, scan other Rangers for powerful captures and free space in the trum. If there is a strong capture from Ranger, but the hold is already scored, do not rejoice in advance: nothing hurts him to swim to your "snack" and drag, throwing out of the trum.

    Also beware of military and transport - they love, flying past, shoot "extra" in their opinion, items. I have already spoken about the tendency of clizans to notice the evidence above.

    Fifth page

    Passing text quests

    Text quests are a real highlight game. Quests come across there, then here - do not hesitate, take them and carefully pass - you are guaranteed a lot of pleasure, curious solutions and humor - a fun and sarcastic, kind and black, good and different.

    Almost all quests can be passed independently, if you are patient, brains and sometimes - pen with paper. But sometimes it happens that the quest does not pass, even kill! It is for this case here and the passage of all text quests in the game is provided. Taking this opportunity, thank the inhabitants of the "Elemental Games" forum for help in solving quests.

    Note that the quest permitted To be reused if you failed it, that is, numerous Save / Load from you will not require. And this is humane ...

    Each quest has several solutions and several possible outcomes. In the quest description, the race is indicated, which orders it, Race, on whose planet you are performing the quest, as well as the requirements for the player. For example, spyings for bererokes are unlikely to give a player-a bearing, and the diversion on the basis of small things will not give Maloka (will have to change the race or lifestyle to be able to take the quest).

    It is not recommended to keep the passage in advance - you will lose nine tenths of pleasure from solving a quest. I specifically cite here a description of quests without special details and literary delights ("... here you were bravely approached the Gobzavra and stroked it on my head ...") so that you did not have the temptation to come out all the decisions in advance.

    It describes only one possible solution option. Conditions of some quests change randomly - in this case an approximate solution or a victorious strategy is given. To use the passage, eliminating the situation of full "plug", is urgent, it is not recommended - the entire buzz will be lost.

    You are warned.

    1) "Bank" - it is necessary to know the time of changing the security and password

    Customer: Galtsy

    Planet execution: Perelenga

    Requirements for the player: not

    & Sect Password Password

    & Sect Password Password

    & Sect on the first day to do the same as in the second

    & Sect Second Day

    & Sect Computer Store (Buy Chess Shutler, Password Burglar, Trojan)

    & Sect Installation (Trojan, Chess Shooter (Outside), Password Burglar (Inner))

    & Sect Bank (open an invoice, say about discounts, "You smell ...", invite to a restaurant; play with a computer in chess, use a laptop, demand to show a log file - password)

    & Sect Pharmacy (Department of Psychotropic Preparations, Buy "Outlook")

    & Sect Order Table in Restaurant

    & Sect Holidays

    & Sect Restaurant (Story, Pour Spranching, Story, Ask time changing duty - time)

    2) "Boat" - we transport the gods through the strait

    Customer: Galtsy

    Planet: Unfinished

    Requirements for the player: not

    & SECT (there) ah (2) + wow (1) \u003d 2 hours

    & SECT (back) ah (2) \u003d 4 hours

    & SECT (There) GE (10) + Bach (5) \u003d 14 hours

    & SECT (back) wow (1) \u003d 15 hours

    & SECT (There) ah (2) + wow (1) \u003d 17 hours

    3) "Neoflora" - We are looking for a stolen fanish container

    Customer: Feyan.

    Planet:perelenga

    Requirements for the player: not bearing and not pirate

    Decision:

    & Sect. Pretend to be a foreigner and go to the city

    & Sect Go to Bar

    & Sect talk to the old friend, drinking beer with him.

    & Sect Enter the computer club, go to the network and find out the password

    & Sect Enter the antique shop and buy good luck talisman

    & Sect Leave the bench

    & Sect Enter the City Hall

    & Sect scratching knee (three times)

    & Sect Tell Password "Red Pachreamb"

    & Sect Go to Warehouses 13-24

    & Sect knock out the door

    & Sect Take Box

    & Sect leave the municipality (you can through the main entrance, if good luck is more than 60%)

    & Sect Leave the Planet

    4) "Commando" - blast the warehouse with fibrogen

    Customer: Galtsy

    Planet: Maloka

    Requirements for the player: not a little girl and not a merchant

    Decision:

    Actions:

    & Sect Rocket in the left tower at the gate

    & Sect Rocket in the right tower at the gate

    & Sect Rocket Gate

    & Sect Rocket in Granate

    & Sect Torpeda to Tower

    & Sect Rocket in Jeep

    & Sect Accelerate, overtake jeep, mine in jeep

    & Sect machine gun in jeep

    & Sect Torpeda to Tower

    & Sect Machine gun in grenadeometers

    & Sect Torpeda to Tower

    & Sect Torpeda to Tower

    & Sect Rocket in Pipes

    & Sect Rocket in Sniper

    & Sect machine gun in shooters

    & Sect Rocket in Tank

    & Sect Rocket in Tank

    5) "terrible death" - an experiment with a rating acid

    Customer: Perelenga

    Planet: Galtsy

    Requirements for the player: human

    Decision:

    There is little depends on you. The main thing - watch out well-being

    6) "Exam" - we enter the university

    Customer: coincides with the racial player

    Planet: Galtsy

    Requirements for the player: not

    Decision:

    Power\u003e \u003d 3 - go to the library, save the bird: physical education; Mathematics (Bird)

    Mind\u003e \u003d 3 - go to the zabak, to send professors: mathematics; Chemistry (professor)

    Dexterity\u003e \u003d 3 - stroll around the city, pull out a book: work; Literature (book)

    All \u003d 2 - do nothing, go to bed: work; physical training

    7) "Fishing" - catch fish

    Customer: Galtsy

    Planet: Perelenga

    Requirements for the player: not

    Decision:

    & Sect Calculate bait

    & Sect with a fisherman can not talk

    & Sect Start from the West Bank

    & Sect First Throw Closer To Shore

    & SECT if a leech was used, then the second throw away from the coast, if the cockroach, then, as far as possible from the shore, if the shoe is caught, then attribute it to the fishpector

    & SECT Third throw, only if the first two times were used leeches. Throw as far as possible from the shore.

    8) "Galaxy" - We are looking for drugs in a casino

    Customer: Perelenga

    Planet: Perelenga

    Requirements for the player: Man, the presence of a minimum of three thousand

    Decision:

    & Sect. In the female toilet, break the sign

    & Sect in bar, man in the center, learn to play

    & Sect in gambling hall, play, watch, talk to Shuler

    & Sect in bar, maiden in the center, take away spray

    & Sect in gambling hall, play, watch, run by man

    & Sect to the toilet, use spray, take a gun, hide the body into a neighboring cabin, hang a sign, take a diplomat, report money to the desired amount

    & Sect on the second floor, use gun

    9) "Ikebana" - do Iketubana

    Customer: Galtsy

    Planet: Galtsy

    Requirements for the player: not

    Decision:

    & Sect Select the first move

    & SECT closure such a color to remain even number of even and odd numbers (0 - even number)

    & Sect repeat the moves of the enemy

    10) "Murder" - investigating the murder

    Customer: people

    Planet: Feyan.

    Requirements for the player: Man and pirate

    Decision:

    & Sect in the restaurant whether to get a dossier to Katerina

    & Sect Interrogate Katerina

    & Sect in the restaurant whether to get a dossier on the bidon wash

    & Sect Interrogation of Pomoev's Bidon

    & Sect Find the key in Caterina Camera

    & Sect Go to the Institute, find ship magazine

    & Sect Interrogate Fenignan

    & Sect accuse sheriff.

    11) "Penetrator" - we test Maloka weapons

    Customer: Maloka

    Planet: Maloka

    Requirements for the player: Not small

    Decision:

    & Sect Check Mail

    & Sect Freeware Polygon

    & Sect to hurt one of the droids

    & Sect ignore the tail

    & Sect Substitute DROID

    & Sect shoot robot

    & Sect hack system

    & Sect Log in Middle Fight

    12) "Breed" - withdraw the perfect pendulum

    Customer: Maloka

    Planet: Maloka

    Requirements for the player: not

    Decision:

    & Sect Align the Parameters Cunning, aggressiveness, tobastity at the maximum value with Kattit and Swinskas (2 strokes)

    & Sect Align power and devotion with chappicup (1 move)

    & Sect Align power and dexterity with the help of a sleeper sleeper (1 move)

    & Sect Align strength and aggressiveness (1 move)

    & Sect Start / 115532

    & SECT HZ + 4/148535

    & SECT LH + 4/188575

    & Sect LS + 1/288585

    & SEC + 3/588885

    & Sect CA + 3/888888

    13) "Race" - participate in racing

    Customer: Feyan.

    Planet: people

    Requirements for the player: Fenignan

    Decision:

    & Sect Go to the garage, you can ask about races

    & Sect Go Sleep

    & Sect View the track, sweat the signal and go

    & Sect further goes random distribution of turns, direct roads, etc. Watch out the road, keep the speed of about 90-110 km / h. At ordinary turns, take off smoothly, on cool - sharply. Strike tires and benzobac in boxes

    14) "Spy" - put the bugs in the presidential palace

    Customer: Perelenga

    Planet: people

    Requirements for the player: not

    Decision:

    & Sect asking two hundred rubles

    & Sect Buy Flowers

    & Sect buy two bottles of vodka

    Quest can start from different sites of the palace. Go around the rooms yourself. Highlights:

    & Sect workers in the garage treat vodka and follow according to the specified path

    & Sect Wardrobe Give flowers and follow according to the specified path

    & Sect from blue runaway in female toilet

    & Sect to question about credo answer: "always", "in dialectical"

    15) "Tomb" - open the sarcophagus in the tomb

    Customer: people

    Planet: Unfinished

    Requirements for the player: Galeset

    Decision:

    Fire-1, Light-2, Wind-3, Dark-4, Water-5, Earth-6

    1 2 3 4 5 6 (brothers)

    2 2 NNN (fire)

    n 5 1NN (water)

    3 NN 1N (Wind)

    n 4 N 4N (Darkness)

    n N N N N 5 (Earth)

    n 3 2 H 3 (light)

    16) "Gladiator" - train gladiator

    Customer: Perelenga

    Planet: Maloka

    Requirements for the player: not

    Decision:

    & Sect stroll through the market

    & Sect knocking down the buyer, help get up and get a talisman

    & Sect save power

    & Sect talk to the owner Dredred

    & Sect fill face

    & Sect Use Talisman

    17) "Hachball" - train a hackball team

    Customer: people

    Planet: Perelenga

    Requirements for the player: not

    Decision:

    (works in most cases)

    & Sect Choose Blue Form

    & Sect Defense

    & Sect Attack

    & Sect Defense

    & Sect Attack

    & Sect Contact a protest to the judge

    & Sect Haching

    & Sect Defense

    18) "Energy" - we consider the power plant

    Customer: people

    Planet: people

    Requirements for the player: not

    Decision:

    O - Total Capacity

    1 Task: O-5, 5-3, 3-O, 5-3, O-5, 5-3

    2 Task: 8-3, 3-2, 2-8, 3-2, 8-3

    3 Task: 10-4, 10-3, 3-10, 4-3, 3-10, 4-3, 10-4

    4 Task: O-5, 5-7, O-5, 5-7. Left supercharger: 7-5, 5-o, 7-5, O-7, 7-5

    Prize: 12-7, P, 7-5, 5-12, 7-5, P, 12-7, P, 7-5, 5-12, 7-5, P, 12-7, P, 7- 5, 5-12.

    19) "Gobzavr" - deceive wild beast

    Customer: Feyan.

    Planet: Unfinished

    Requirements for the player: not

    Decision:

    & Sect walking in the footsteps

    & SECT is slightly joke

    & Sect lift skull

    & Sect lift bone

    & Sect Light Bone

    & Sect Throw Bone Gobzavra

    & Sect play with skull

    & Sect Continue to play with a skull

    & Sect Throw the Skull from the cave

    & Sect Find Disc

    20) "Menzole" - buy an idol at the primitive tribe

    Customer: people

    Planet: Unfinished

    Requirements for the player: dealer

    Decision:

    & Sect take bone from the ground, the hunter came running, buy a bone

    & Sect Meet the landfill

    & Sect identify the subject as broken gondu

    & Sect Robing House

    & Sect give money fisherman, get bone bag

    & Sect Sell Bone Bag and Sadness Hunting

    & Sect Buy Gangu, Kung, Tonga at the auction for money

    & Sect Go to the shirt for fish, sell him Tonga

    & Sect Go to the old man, for the fish to fix the goug

    & Sect Go to the younger, sell gouging, get information

    & Sect Go to Shamana, for a plug to buy

    & Sect Go to the leader, pay a bribe, talk to him, sell him a statuette, kung, Dong. He needs Tanga

    & Sect to get out of the leader, at auction to sell Gangu

    & Sect Go to the hunter, ask to show Tang, Hunter Stanner, Take Tanga (first score the old man, but he has no tanga)

    & Sect to come to the leader, sell Tangga, buy an idol

    21) "Siege" - fight back from the rebels in the Maloka base

    Customer: Maloka

    Planet: Maloka

    Requirements for the player: not

    Decision:

    Talk to the sergeant and find out all the rules

    Tools: Mortira 50-70 km, Tour of 7-15 km, Laser anti-aircraft guns 1-2 km

    Wind: 10-20 km / h - will not demolish, 40-60 km / h - demolished 1 square, 90-100 km / h - demolish at 2 squares

    Plasmotanka: 15-25 km / h - it will not leave, 50-70 km / h - will leave for 1 square, 110-130 km / h - will leave for 2 squares, 170-180 km / h - will leave for 3 squares

    22) "Casino" - get a new casino game

    Customer: Perelenga

    Planet: people

    Requirements for the player: not

    Decision:

    Depends on the good luck and your tendency to risk. In bad cases pass, sometimes feel free to bluff

    23) "Bondiana" - penetrate the Pelegrine base for the rescue agent

    Customer: people

    Planet: Perelenga

    Requirements for the player: not

    Decision:

    & Sect Take Blaster

    & Sect Meet Sewage

    & Sect Meet Rats Blow

    & Sect landing the grille shoulder

    & Sect Wait until the guard goes down and put the blaster to the temple

    & Sect order second raise hands

    & Sect Sign in the opening

    & Sect Go Left

    & Sect cut down the guard

    & Sect shoot from Blaster of the second guard and remove the keys to the corpse

    & Sect go in the opening

    & Sect go straight

    & Sect descend into the sewer

    & Sect shoot in rat

    24) "Stroyak" - Build a Maloka outpost on the wild planet

    Customer: Maloka

    Planet: Unfinished

    Requirements for the player: not

    Decision:

    One of the options:

    & Sect Sand

    & Sect Strengthening Foundation

    & Sect Strengthening Foundation

    & Sect Building Base

    & Sect Building Base

    & Sect Building Base

    & Sect Building Base

    & Sect day off

    & Sect Cut Base

    & Sect Cut Base

    & Sect Cut Base

    & Sect Cut Base

    & Sect build and separate the database

    25) "Brilliant" - open a safe with a diamond

    Customer: Perelenga

    Planet: Maloka

    Requirements for the player: Not a warrior

    & Sect agreed to task

    & Sect Chat with Kramer

    & Sect ask how to hack safes, ask examples

    & Sect finish talking and go to sleep

    & Sect Go for shooting with yomir

    & Sect Play Cards with Zelif

    & Sect Meeting with Yomir

    & Sect climb into the sewer, skip yomir first

    & Sect Hiding from Flowers at Table

    & Sect descend on the elevator

    & Sect Start hacking a RG-safe. Here remember everything you taught Kramer. We must follow the testimony of Hz. Consider dozens of Hz. If there is one dozen, then some number is in its place. If two dozen - two of some numbers are in their place. Method for replacing the selection, determine these places. Do it in twelve moves

    Corner Chiter

    Let's look to the truth in the eyes - in "Space Rangers" Cheats are. Here are the basic rules that every cheat needs to know!

    a) Everyone has a cost. For the application of Chuda, you need to dial N days-glasses. Therefore, the more days you did without the tricks, the more severe cheat you can use. When using Chita (any) accumulated days are reset!

    b) An error is displayed in non-compliance with the call rules, but the CHe is not counted and the following cheat can be called.

    c) the number of costs caused by cheats is developing. Ranger Chiter's record will be accepted on the official game server ( www.elementalgames.com. ), in a special list of cheaters. This list is displayed in the records table separately from the records of honest players.

    So, here are the codes:

    Title: Cutting Repair

    Action: Repair All Equipment on Ship

    Rules: absent

    Challenge: Fly in the sun and dial SHIFT + Ctrl + Repair

    Cost: 40.

    Name: Clean Dozen

    Action: Increases the number of clizans in each of the systems controlled by them up to 12 pcs.

    Rules: absent

    Call: SHIFT + Ctrl + Klissanmax

    Cost: 20.

    Title: Call Beat

    Action: Clean ships invade the system, from where the signal is served.

    Rules: More than 20 clives in the system should not invade. Cleans these -real, they are taken from real systems, and if Cleans have no ships, no one will arrive.

    Call: SHIFT + Ctrl + Klissancall

    Cost: 20.

    Title: Lazy Ranger

    Action: Ranger gets 1000 Ranger glasses

    Rules: If Ranger has less than 1000 unallocated points.

    Challenge: While in the center of the Rangers, to dial SHIFT + Ctrl + Rangerpoints

    Cost: 150.

    Title: Halyava's title

    Action: Ranger gets the amount of points necessary to obtain the next title.

    Rules: If the title is less than the maximum.

    Challenge: Being at the military base, to dial SHIFT + Ctrl + NextRank

    Cost: 90.

    Name: Steep Cannon

    Action: A cool gun appears in the store

    Rules: absent

    Call: Being on the planet, dial SHIFT + Ctrl + Coolweapon

    Cost: 100.

    Name: Channel Gun

    Action: A random cannon for 1 CR appears in the store

    Rules: more than 50 things in the store does not appear

    Call: Being on the planet, dial SHIFT + Ctrl + LowCostWeapon

    Cost: 20.

    Title: Two Bombs

    Action: 2 quark bombs appear in the trunk

    Call: Being in space, dial SHIFT + Ctrl + Bomb

    Cost: 60.

    Title: Random Artifact

    Action: 1 random artifact appears in the trunk

    Rules: If there is less than 10 things in the trunk

    Call: While in a hyper, dial SHIFT + Ctrl + Artefact

    Cost: 40.

    Name: Light money

    Action: The player has the amount of cash increases to 10,000 CR

    Rules: absent

    Call: While in space, on the planet, in the store - to dial SHIFT + Ctrl + Money

    Cost: 40.

    Title: Undress

    Action: The ship's nearest to the player falls all the equipment that is not necessary for the flight.

    Rules: On Makhpell, the rule does not apply.

    Challenge: While in space, dial SHIFT + Ctrl + Drop

    Cost: 60.

    Title: Packaging

    Action: on the player's ship, all equipment becomes less than 2 times.

    RULES: The case remains unchanged. Less than 1 thing can not occupy.

    Call: While in space, dial SHIFT + Ctrl + Paking

    Cost: 300.

    Title: Scientific Gift

    Action: Scientists give good clisana equipment.

    Rules: absent

    Call: Being on a scientific database, dial SHIFT + Ctrl + KlissanItem

    Cost: 160.

    Title: Sell Soul

    Action: Pirates enhance themselves and player maximum powder strength by 10-20 units.

    Rules: The global attitude of normal planets and ships (not pirates and not player partners) to the player decreases by 60%. The player becomes a pirate by 100%.

    Challenge: Being at the Pirate Station, dial SHIFT + Ctrl + Weaponstrength

    Cost: 200.

    Title: Bombing

    Action: 10 quark bombs appear around the player at a distance of 800-1500.

    Rules: absent

    Call: in space to dial SHIFT + CTRL + 10BOMB

    Cost: 140.

    Title: New Base

    Action: A random base appears in the player's system.

    Rules: each type of base should be 1. More than three databases in one system should not be.

    Call: on the planet dial SHIFT + CTRL + RNDBASE

    Cost: 30.

    Title: Open Sector

    Action: There is a previously closed sector on the map.

    Rules: If there are unopened sectors.

    Call: Being at the Pirate Station to dial SHIFT + Ctrl + OpenMapSector

    Cost: 20.

    Title: Big Money

    Action: The player receives an additional 100,000 banknotes.

    Rules: if the player has less than 1 million credit cards.

    Call: Dial SHIFT + Ctrl + Hugemoney

    Cost: 300.

    Title: Perelegens Surprise

    Action: In the store on the planet of the beads, the radius of action is doubled!

    Rules: The global attitude of normal (non-peleng) planets and ships (not player partners) to the player decreases by 50%.

    Call: Dial SHIFT + Ctrl + PelengSurprise

    Cost: 100.

    Name: Hyperseyl

    Action: The player's housing increases by 30% and is fully remined.

    Rules: absent

    Call: Dial in SHIFT + Ctrl + Superhull Space

    Cost: 250.

    Title: Big boom!

    Action: In the hyper, all opponents explode.

    Rules: the final battle does not apply

    Call: Dial in Hyper SHIFT + Ctrl + Boom

    Cost: 30.

    Title: Hate for Rangers

    Action: All pirates, transport, liners and diplomatic ships are beginning to hate all the Rangers, including the player.

    Rules: Rangers attitude to each other and the attitude of the planets and warships to the Ranger remains unchanged.

    Call: Dial in SHIFT + Ctrl + Hateragers

    Cost: 10.

    Title: Pirates invasion

    Action: Each system belonging to the coalition forces is born on the pirate.

    Rules: absent

    Call: Dial on the Pirate SHIFT + Ctrl + Pirates database

    Cost: 100.

    Hotkeys

    Keys common to all modes

    ESC - Open "System Menu"

    F2. - Sust the current game

    F3. - Load the game

    Space. - Press the "End of the Strope" button (Run forward orders)

    SHIFT + SPACE. - Make a flight with a stop at the end of each day

    S. - Call the window "Ship"

    M. - Call the window "Galactic Map"

    Alt + F4. - immediately complete the program

    System menu keys

    ESC - close the menu and return to the game

    C. - change the game settings

    E. - complete the game and go to the main menu screen

    Planet keys

    G. - Go to "Government Building"

    E. - Go to "Equipment store"

    T. - Go to "Shopping Center"

    I. - Go to "Information Center"

    H. - Go to "Angar"

    P. - Get general information about the planet

    Hangar keys

    A. - Consider the ship's body

    B. - Purgerate

    F. - take off with planets

    Cosmos keys

    I. - Scan another ship

    T. - join the dialogue with another ship

    W. - show / hide gun panel

    ~ - Choose all the guns

    + - choose still not selected guns

    F. - Go to film mode

    Keys in the arcade battle mode

    Left., Right, Up., DowN. - driving the movement of the ship

    Ctrl - shoot from guns first group

    Space. - shoot from the guns of the second group

    1...5 - switch to the specified tool

    A. - Enable / disable autopilot

    P. - Pause

    Shift. - raise the subject in hyperspace

    1 2 3 4 All

    Developer: Elemental Games.
    Publisher: Firm "1C"

    System requirements


    Minimum:


    Pentium-II 233 MHz
    64 MB RAM.
    High Color (16 Bit) video card supporting 800x600 resolution and DirectX 7.0 compatible

    4x CD-ROM / DVD-ROM
    300 MB free disk space

    Recommended:

    Windows 95, Windows 98, Windows ME, Windows XP or Windows 2000
    Pentium-III 733GHZ
    256 MB RAM.
    High Color (16 Bit) video card supporting resolution 1024x768 and compatible with DirectX 7.0
    Sound card compatible with DirectX 7.0
    20X CD-ROM / DVD-ROM
    700 MB free disk space

    Introduction Features

    "Space Rangers" - a new computer game on space themes from the Russian company Elemental Games developers, is a rather interesting mixture of several popular genres at once. Here you have role-playing and adventure elements, some tactics and strategies, and to top to everything - somewhat purely arcade moments. Games like this are extremely rare, and already one uniqueness of her concept cannot but cause interest.

    In the game, we have to take on the role of one of the space rangers, an adventurerist, who for the sake of money, fame or other purposes went to conquer space spaces. In our subordination there will be one (and sometimes several) spacecraft, and we will have to fly through space and hyperspace between different systems, galaxies, visit various planets, trade, fight with other rankings, solve riddles and so on. The global goal of the game is the destruction of the main, maternal, the ship of the hostile race of Clizanov, as well as the neutralization of Rachane's hyperspace pirates.

    In order to be, where to turn around our wide Ranger soul, the authors created a huge world that lives and develops independently. It is divided into eight sectors, which consist of more than fifty star systems that have over two hundred planets and other space objects. Among these planets, we will have to travel, interact with various objects and characters. Most planets have individual design and design, as well as characteristics. In addition to the usual outer space, it will be available to hyperspace through which intergalactic jumps will be carried out. The hyperspace is also a lot of important objects. The basic principle of the game is making money (through trade, piracy, fulfillment of quests, etc.), improving the characteristics of the ship and then the destruction of the main opponents. Everything is quite simple.

    The main action of the game is in hiking mode. That is, we will have to give orders to your ship and then press the end of the progress button, after which the world "comes to life" and orders are starting to execute. Together with our ship on scheduled courses, other ships and planets will be moved. Often you will have to participate in space battles. Part of the fighting in the game will occur in the campaign mode, and the part is in the arcade. In this case, you yourself will have to drive a ship using the keyboard and fight enemies.

    Technically, the game is implemented albeit not too impressive, but quite attractive. The two-dimensional engine looks not too archaic, quite a lot of interesting graphic solutions, and cosmic landscapes and illustrations for text quests created by artists of the game, look very cool. Separately you can praise musical themes. In a word, with the exception of some nuances, we have an excellent game that continues the traditions of long-standing Star Control, and in the absence of decent adventure games on space topics, the game is simply doomed to success. So hurry to record in the ranks of the space raners.

    Plot


    The action of the game occurs in the distant thirtieth millennium. What this figure liked the scripts of the game (and many other fantastic authors) are not clear, but we start the game in the three thousandth year. By this time, humanity already travels through the galaxies, set up contacts with alien races (in the game four) and leads war already at the space level. The relations of the five races are not quite smoothly smoothly, (in the game you yourself will have to be mixed in many interplanetary intrigues), but, nevertheless, for our own conservation, all races found a common language and united for victory over the general enemy.

    At the general Galactic Council, people, little people, Perelengi, Fenyang and Galtsy are going to make decisions and implement a plan for global defense against the sixth militant race - Cleans, who suddenly appeared from the unexplored areas of the galaxies. At the time of the start of the game, there were no contacts with Cleans, so it is not clear why they were looking for and why the systematicly conquer peaceful star systems. The coalitions of the five races have nothing left to do, how to start against the unaccied guests a bloody and protracted war, and at the same time leading to develop a device that will be able to decode their signals to establish verbal contact with their ship-uterus. When the actions of the clizans, who tried one victory after another, took an important character, and there was a real threat to the conquest them of other races, the Galactic Council decided to resolve the fighting against Klisan to single adventurists. The government considered that independent volunteers are able to destroy Makhpell's chief ship by Mahpell's main ship in a single faster, and besides, it will not be necessary to increase the costs of the army's content, because volunteers will equip themselves. Thus, the cosmos turned into a huge military republic, and the Rangers appeared, which, according to the example of the cowboys in the wild west, began to lead almost a partisan war against Cleans, along the way pirate and chasing behind a slightly profitable.

    Character, which manages the player, is just one of these Rangers. So we, among many other volunteers, the total number of more than forty (they manage the computer), will have to survive and win in this cruel world, trying to achieve career heights and become the first ranger in the ranking. In our disposal we will get a simple spacecraft with a minimal set of equipment, a map of the Galaxy, permission to conduct combat or trading actions, and insurance at ten thousand loans, which will send a family if their son will turn into a bunch of cosmic garbage. Next, refer to how you can. All the expanses are open to us ... trade activities, that is, the carriage of goods between the planets and the game at the price difference in prices, piracy - that is, the extortion of money and cargo in weakly-priced merchants or their full destruction. War with Cleanners for combat ranks and honor, or the execution of orders of governments of various planets for a ringing coin. It is noteworthy that in the game Freedom of the player's action was brought to the limit (while the developers managed to maintain balance), since there is no development of a plot. Right at the very beginning of the game, you can fly and destroy the main bases of Klisan and Pirates. Another thing is whether the player has for strength and capacity ... So, for the accumulation of these forces and runs the main time of the game. Someone such a simple system may seem boring, but in fact this simplicity is very excited and it is simply impossible to break away from the game, as it keeps the mass of interesting opportunities and nuances.

    The developer managed to create an organic world that lives and dynamically develops in accordance with the player's actions, which in turn is also constantly in a very close relationship with the outside world. Almost any action of the player will have its own resonance in the world around him and will be assessed from the point of view of other Rangers, as well as the governments of the planets. As mentioned above, there is no storyline in the game, but there is a number of local events that will happen to your hero throughout the game, and these events will arise depending on your actions. All other characters who are part of a huge world live independent and at the same time closely related to your character's life. Pirates, robbing honest merchants, can start robbing you if you are weak, or on the contrary, ask for help if you are an authoritative cosmic flubyer. Military ships defending their systems will strive to kill you if you are wanted in this Galaxy sector, or protect you if their command respects you. Traders will bypass you by the party, if your ship is developing a pirate flag, or to report where what product to purchase cheaper, if you always treated merchandise. Etc. Live spirit, spirit of employment, the spirit of competition is in this airless space. Everyone is silence somewhere, sneeze in their affairs, achieve something.


    It seems that increasing its welfare in loans, titles or position in the ranking is not an empty sound, never felt so obviously.

    You can go through the game (that is, it is possible to neutralize Makhpell and Rachahan) in several ways, so at the very end of the game there are several different endings. After all, you can simply destroy the chief ship Klisan, and you can do more humanely and waiting for the invention of the mental communicator to come into contact with Makhpella to find out the reason for the invasion of Clean and their attacks on our systems. The same with Rachehen: You can kill it, but you can let the formidable pirate on the will. As usual, the fate of the universe in our hands, and we decide how to do with it. Let's now consider some features of the gaming world.

    Races

    In total, six different races are presented in the game: People, Miles, Pereleng, Fenyang, Ghaltsy and Cleans. With all of them, we will have to closely communicate when passing, so let's consider the nature and features of each race and more. For a start, several common considerations. People who are in this list in the middle are mid-nurses and in the game. That is, they are in the middle between two poles: militant and rude little girls and wise and humane Ghalts. From here you can easily make general conclusions about the nature and preferences of each of the races.

    Maloka



    Malloks are large, strong, non-evil and coarse humanoids. The most important thing for them is the power of the physical and power of the Spirit. They are respected in other races, they show it in solutions of almost all questions. The coarse power of simple weapons and power is the main priorities of the Maloka civilization. Due to the fact that they are contemptible to mention, their development is not too far from comparison with other races. The most priority industry, they consider military, so the economy of their planets is focused on the production of as much as possible of weapons as possible, which allowed them to create a rather strong cosmic fleet. Their development occurs largely due to the fact that physical strength and endurance provide high vitality and reproductiveness in the most unfavorable environments. Maloks absolutely do not accept art, so the importation of all types of luxury and cultural and intellectual activities on their planets is prohibited and is considered smuggling (the same rule is valid for drugs and alcohol). In their opinion, all this rubbish leads only to the liberty, which the little mines consider the main threat of stability. But their simple and coarse products (let even stools) are very good for sale on the planets of art connoisseurs, which is extremely surprised by non-evil giants. Your little men will respect your character, if you fight a lot, trade little and eat well. Most quests that give the governments of the planets of the little days are associated with the destruction of anything or anyone. The little girls dislike the weak fans and wise Galtsev, and people and delers are indifferent. This must be considered when choosing a player race.

    Perelenga



    Rasa Releghov is representatives of the form of gills of amphibians, referred to as leprasami. This type of creature is equally well adapted for life, both in water and on land, all the benefits of civilization prefers swamps. The best compliment for the Pelenga woman will be comparing it with a piece of swamp tina. Perelengnes, sometimes contemptuously called reptiles or just frogs, are able to breathe practically any natives. Perelege prefer to live in swamps and eat all that these swamps are created by algae, acid plankton and other. What good can you expect from Lepras? Because of the fact that their technical development is not too far, the bearer prefer to engage in piracy, sabotage, arrange a variety of provocations and get mixed into a variety of intrigues. Despite the fact that, along with other races, they are in the Galactic Commonwealth, they, without a revelation of conscience, robbies, abduct technology and conduct industrial spyings on the planets their closest neighbors, for which, however, are often punished. All this compensates for the absence of both strong economic relations and diplomatic relations with other races and sufficient its own production facilities. The short-sighted character of the bearer makes it look for direct and fast momentary benefits with any ways. This principle is manifested in all major political and economic maneuvers of the Pelenga civilization. Dzuhallag is considered to be the best spyware and a sabotage organization in the entire Galactic Commonwealth. Get their icon as a reward for the implementation of a particularly complex spy task is extremely honorable. But at the same time, the bearer dislikes those who are smarter and to all other races are equally bad and suspicious. In a word, they are quite complicated to communicate subjects, so it is considered quite difficult to overcome any directionlege. On the Pelegrine planets allowed to import everything. Perelege is very proud of this.

    People



    What is a person - "Homo Sapiense" - well known to everyone. As mentioned above, people are middle peasants among all five races. Average technological development, the average power of weapons, the average power of the mind. Thin psychological and diplomatic moves allow people to maintain equally good relations with all races, but at the same time especially to allocate the race of the older brothers in mind - Fedy. Fenyang often helped people in a technological plan, as people achieved major success only in the economic sphere. Human merit can be attributed to the emergence of a common trading network, and the introduction of a common monetary unit is a galactic loan, which is why the little people often refer to people with tricks. But this is not exactly how humanity has become famous not only by trading. People managed to introduce a common time system, as well as the right of free movement on the galaxy of citizens of any races. People's planets are traditionally forbidden to import drugs.

    Feyan.



    Fenyang - personify the familiar image of the most randomy eggs aliens, which are shown in popular science and artistic films about UFOs. This race is extremely physical weakness, but at the same time, it can boast of non-sexual abilities in everything that concerns mental activity. This is due to the fact that any Fenaline knows how to arbitrarily share their consciousness, mental activity and vision to segments operating independently, which allows them to simultaneously observe, analyze and explore several processes at once. This feature of Fedyan's organisms has served that technical progress and scientific thought received an unprecedented scope on their planets. Coming to visit the Feda Planet, you can always expect that you will be offered to acquire many technical innovations. At the same time, these philosophers and researchers who have their own distinctive vision of the world, with awe relate to the oldest humanoid galaxy - Galaxy, people, they condescertainly magnify "younger brothers", and the little days are considered to be mindlessly animals. Often Feeyang conflict with bearing, spys that constantly strive to kidnap the latest fanish technologies. The caught spy will be waiting for a harsh punishment, so the relations of Fainyan and Perelers are constantly on the grain of conflict. In the Galactic Commonwealth and Cleanani Cleanners, Fenang play a crucial role. They contain all the research carried out in the framework of the joint development of space and conducting hostilities against Cleans. It was Fengski who were created by many species used by most arms coalition ships and many phenomena were studied, which formed the basis of modern movement in outer space. On his planets, Feyan is trying to eradicate the use of alcohol and drugs, so the importation of these goods on their planet is prohibited. Also on the Feda planet is forbidden to import weapons.

    Galtsy



    Galtsy (kids of the Gaal) is the most ancient and wise of Race in the Galaxy and Galactic Union, it is, so to speak, the key to its existence. All millennia Galtsi were engaged in the fact that they developed their physiological form through genetic modifications of embryos, so now their original, the natural form is already lost. Galaalz, being so to speak by the fathers of all other races, carry the most important function of responsibility for them and the preservation of the Galactic Union, so they promote constructivism and humanism in solutions to all issues. They use their most powerful military fleet only to neutralize the brewing conflicts and ensuring peace and order in the Commonwealth, and they themselves never attack the first. To all other races, Gaaltsy belong equally well, although a little condescendingly, and not allocating someone in particular. The role of the father makes them believe that the rest of the races, they are neither the carriers of positive trends, and those missions that sometimes happen - this is the youth of years and the case passing and easily corrected. Let yourself be frowning, if that - we will also check. Weapons and drugs in Gala planets are outlawed.

    Cleans


    On the race of Cleans, we know only the fact that they are our main enemies, and the player in the process of passing will have to find out who they are and why they came to our world. All clusan technologies are based on biochemical and genetic developments, that is, all their ships and weapons are living organisms or other biologically substances. The Galactic Council knows that they have the main ship-uterus, called Makhpell, and scientists create a special device "Mental Communicator", with which they expect to come to contact with it, and find out finally the cause of the invasion. But for the time being, at the time of the start of the game, there were no contacts with Makhpelya, nor with other clusan ships was not established: all Cleans were rushed into battle, silently die and never ask for mercy. The "live" technologies of Cleans are not inferior to the most advanced coalition technologies, and something even surpass them. The Commonwealth Policy on Cleananians also includes the study of the structure of their ships and other technologies, it is extremely difficult, since they cannot be scanned. Therefore, the only source of materials for study are fragments of clisana ships, which sometimes manage to pick up on the battlefield, before they destroy Machpell's uterus. Also, a large scientific interest is a substance called protoplasm, which remains after the death of the CLICKAN ships.

    Space space and hyperspace

    The world of "Rangers" consists of a huge outer space divided by eight sectors. In each sector there are several star systems and constellations. Each star system consists of a star and several planets rotating around her orbits. Some planets are inhabited, and some - no. Representatives of one of five races live on the inhabited planets, and when landing on the planet, we come into contact with the Government of the Planet, consisting of representatives of the inhabiting race. This is the physical device of the universe.

    The main action of the game will occur in stellar systems, that is, among the group of planets rotating around one star. We can freely move on our spacecraft on the star system in hiking mode, land on any planets and come into contact with other ships currently in this system. To do this, we just need to select the required action from the order panel (talking with the ship, attack, scan, etc.) or specify the flight route (for example, a planet, or any other point of space space), then press the "end of the stroke" button. The selected orders will start running. The game implements a fairly convenient system of interaction with other spacecraft. All ships can communicate with each other: to plan a joint attack, extort money, ask for help, report advantageous trading offers, go to the player and so on. If the ship agrees to go with you to contact, the dialog window will open, in which you can select the desired replica with a proposal. The pilot of another ship will agree or refuses your offer. Similarly, communication with the other Rangers hired by you. Through communication mode, you give them orders where to move, whom to attack and so on.

    It is worth remembering that part of the star system, displayed on the mini-card, is the testimony of our radar. If the radar breaks, you will have to focus blindly. To expand the "visibility zone" of the mini-card, more powerful radars should be used. Negotiations and other types of interaction with other ships and objects (except for attack) are possible only in the zone of the radar.

    In addition to interaction with other ships, and flights to various points of this star system, in the open space you are available information about the systems of your ship, the Rangers rating screen and a star map. Moving between different star systems can only be carried out through the hyperspace by navigating the galactic map. In a galactic map, we must choose the star system in which we want to fly. The green circle around our current location symbolizes the zone, within which we can move. The width of this zone depends on the type of engine of the ship (the magnitude of the jump in parseca) and the amount of fuel in the tank. We can take a jump in any star system within the zone shown. After returning the order for the flight, the ship will move to the edge of the current star system and goes into hyperspace.

    Hyperspace usually consists of several clots connected by transitions.


    Autopilot paves through them a safe route, as in some hyperspace bunches (as in black holes), the pirates of the Rachahan can dwell. If we do not want unexpected meetings, you can trust the computer, and if we want to fight, it is worth looking into one of the clots (later at our disposal will be a device capable of detecting the number of pirates in the clots). If we have chosen a secure route, then the shipping point is "will" emerge in the desired star system, and if we chose the battle, you will first have to fight arcade mode. We will talk about the features of arcade and tactical fighting in the relevant chapter.

    On the planet


    Immediately after the start of the game, we find out on one of the planets of the Galaxy, depending on which race we will play. The man begins on earth, the little girl - on Ramgatre, etc. Before the start of independent activities, the local government will offer us a brief briefing in which the most basic principles of trade and military activities in the world "Rangers" will be described.


    We will tell us only that you can expect you when landing on any of the inhabited planets in the galaxy.

    Each planet has a number of places you can visit. Moreover, you will not always be available for visiting all possible places. If your relationship with the local government is not too warm, then you will be allowed to visit only the cospoomort and the Government of the planet. The government will require a bribe from you in particularly large amount, which will serve to warming your relationship. Get a special task from the Government of the Planet (that is, the quest) can only be, if your relationship with it is excellent. The way you belong to this planet can be seen even before landing, or after it, on the information panel in the upper right corner of the screen.


    So, what places can be visited on any planet with a good attitude towards you:

    Hangar


    - The place where "mooring" our spacecraft when landing on the planet. Here you can make the simplest work on the service of the ship: refueling fuel tanks and the repair of the ship housing. From here it is carried out from the planet.

    Government


    - By choosing this item, we will be able to visit the local government. Here we will be expressed about our activities, some recommendations are given, and sometimes valuable economic councils and suggestions - where, what to buy cheaper, and where to sell more expensive. Here, sometimes you can get a special government assignment (only if your relationship with the government is excellent) and acquire a star map - a map of any of the galaxy sectors you are not surveyed. Without a map of the flight in this sector is impossible. If you are not too glad to see on this planet, you can pay the government to the government and the situation will instantly change. The exception is only a situation where your relationship with this planet is so bad (for example, you regularly robbed trading ships flying from this planet) that you were announced in the wanted list and you are out of law. In this case, local warships will try to make you land on the planet, and immediately by landing you will be arrested. The arrest and stay in prison is similar to the passage of text quests, which we will be taught further in the "Quests" section.

    Equipment store


    - Here you can purchase, sell or repair various equipment and equipment for your ship. The range on various planets and military bases is very significantly different. New technologies will appear in stores with the course of the game. We will tell in detail about the types and features of the equipment for the ship in the "Ship" section. But you can always easily determine the technological level, that is, the "promotion" of a particular device. To do this, at each thing to sell a thing, there is an appropriate indicator in the form of two color points. To determine the technological level of the subject at the top of the screen, there is a color strip of comparison. It displays the entire spectrum of technological levels from the lowest (blue) to the highest (black). In total, eight technological levels exist for equipment.

    Shopping center


    - This is a place where you will exercise your commercial activities, buying and selling various products. On the left list there are products in the warehouse of the shopping center, and on the right - goods on board your ship. You can easily make any transaction, clicking on the necessary item in the left or right column and then choosing its number. Goods prohibited for sale on this planet are marked by the "smuggling" sign. The number of goods you can purchase is limited to the cost or capacity of cargo compartments of your ship. About the types of goods that are in the world in the world "Rangers", we will talk a little later.
    Prices for certain types of goods (as well as their presence) are largely dependent on what is the economic system and political system on this planet. Planets with agricultural type of economy produce a lot of cheap food, and planets with industrial - many cheap equipment and so on. The type of planet's economy and its political system can be seen on the information panel in the upper left corner of the screen.

    news


    - In the world of "Rangers" there are constantly any events: various cataclysms occur on the planets, new space stations are opening, black holes are opening, new systems are exempt from clives, arrest known pirates and so on. About these events, the player can always learn from the planetary news. There are few valuable information in them, but sometimes it is interesting to know where the cheaper can sell medicines (on the planet infected with the next epidemic) or where it is more profitable to pirate (in the system where the most freight transportation is carried out) and so on.

    The three remaining item is available to us not only on the screen of the planet, but also in any other space of space.

    Rating Rangerov


    - The register of all the Rangers who furrows the expanses of the universe along with their personal merit, scored points and flight titles. The one who passes the most of all protoplasm, he will be in the ranking in the first place. At the bottom of the screen, portraits of deserved figures are located in three areas: trade, war and piracy. You can get here, only manifesting yourself at any of these three friends. Here you can evaluate your personal achievements against the background of others. The position in this ranking is taken into account, for example, when hired for the work of other Rangers: The Ranger higher in the ranking will never work on the downstream. The position determines the degree of respect for you from other Rangers and Governments of the Planets.

    Ship


    - opens the screen of your ship and its equipment and the screen of personal statistics of your character. We will look at this section later.

    Galactic map


    - Map of the entire well-known and mastered part of the galaxy. It consists of eight sectors that are opening up as you purchase galactic maps. Being open from the screen of the planet, it is just a map, and can be used to measure the route duration before agreeing to the task. In space, using the Galactic Card screen, the system is moving from the system through hyperspace.

    Products

    In the world of "Rangers" you can trade with eight types of goods. Each item has three parameters - weight, price for sale, and price when buying. On some planets, it is advantageous to buy one type of goods, and sell - another, but there is one unwashed rule - the largest income brings the sale of the most expensive goods, and if at first you will carry food and minerals, then in the later - will become a lot, weapons and weapons and Drugs. Cheap goods take a lot of space in the ship holds, but they bring little income, and the most expensive and smuggling goods are weapons and drugs, they do not buy everywhere, and they rarely come in stock in fairly quantity. However, trade of smuggling is quite profitable. Transactions related to smuggling are not approved by the local government, and the relationship with it immediately deteriorates. But a respected and rich man can afford everything, and even quarrels with governing bodies, so that smuggled transactions sometimes pay for themselves. So, consider all types of goods in more detail.

    Food - The goods that will always be in the go, but because of the low cost it is beneficial for trading only at the beginning of the game. Often the planets fall into complex economic situations, and then buy food at high prices. Food cheap on planets with agricultural type of economy.

    Medications - Product, quite suitable for commerce at the average level. Often give good income, especially on planets infected with any epidemic or experienced catastrophe.

    Technics - The technique is beneficial to buy on planets with the industrial type of economy and sell where active harvest is being carried out. At average value, medium income brings and is suitable for trade at the average level of commercial activities.

    Luxury - Trade of luxury and objects of art is one of the most profitable activities. Luxury has a high cost and therefore is available only to rich merchants, but at the same time the income from its resale can be obtained very impressive. It should be remembered that the luxury is forbidden on the planets of the little days, which means that it can be sold at facial prices.

    Minerals. - The cheapest goods in the universe. Total heels of loans and you are already a happy owner of one kilogram of bricks and other minerals. Another way to get rich this garbage is the destruction of asteroids flying in orbits around the stars and collecting their remains. It is impossible to obtain a nickname of substantial profits from the mineral trafficking, since I completely downloaded your ship with minerals on one planet, you can sell the entire batch for fifty credits more expensive. This is not serious.

    Alcohol - The average value of goods, but due to the fact that it is not popular with all races, you won't do good business on it. Alcohol especially respect people.

    Weapons - Transactions with weapons are beneficial to the fact that with the average cost of this product, the price variation is very large, and sometimes can reach a two-time increase in the initial price. Another thing is that the open sale of weapons is not allowed everywhere. Traditionally, good money for weapons are ready to pay militaristically confined planets of the races of small films.

    Drugs - This most expensive product is prohibited for sale on the planets of almost all races (except for bells), which means that it can make very good money. On the sale of just one unit of narcotic substance to rescue about a hundred loans. Drugs - goods for real businessmen.

    Space stations

    In addition to the planets, in space, in some stellar systems, we can meet several more objects that we can land. These are a variety of space stations. They are four types.

    Rangers centers


    - All Rangers gather here in order to discuss and evaluate their Ranger tricks. This should be brought here and handed the protoplasm, which remains after the destruction of Cleanan ships in exchange for Ranger's glasses. Based on the deserved points of the Ranger, the centers form Rangers ratings and charge points for a variety of exploits. Ranger glasses can be spent on increasing the various characteristics of your character. Also, the Rangers centers give a small amount of reference information on the functioning of some game mechanisms.

    Scientific bases


    - The scientific bases for study need to communicate various technologies that remained after the destruction of the clizans, as well as the remains of enemy ships. The more technologies that are shot down in enemies, the faster the development and creation of a "mental communicator", which is necessary to establish contact with the Cleans. Also, local scientists for a moderate (and sometimes not moderate) fee can improve the characteristics of any standard equipment installed on your ship, as well as this single place where you can repair and purchase any non-standard equipment.

    Military Bases


    - This is the place where the development of the second branch of the career growth of your character is developed. For the destruction of pirate and clisana ships on military bases, you will be charged with a warrior glasses. By accumulation of a certain number of points, you will be given the next army flight rank, together with the solder containing valuable devices and technology or ringing loans. It is also believed that at military bases you can get the most sophisticated weapon, but the practice shows that it is not always the case. At the military bases there are coordinating actions of the Rangers with the actions of regular troops. Here you can familiarize yourself with the move of hostilities. On military bases, you can repair any standard equipment.

    Pirate base


    - Perhaps the most interesting place to visit. Here for the money you can change the racial affiliation of your character if the local authorities are completely proscured without giving honestly to pirate. After changing the race, we get a reputation pure as a tear of a baby, and we can continue the earnest further. Immediately you can buy a pair of protoplasm containers, for exchange in the center of the Rangers. This option is suitable for players who prefer to conduct trading, not military activities. Why fight and fight, when you can kiss money and buy anything for it? Rangers-pirates are provided with significant discounts. Here you can buy used (or stolen) equipment at low prices.

    All space stations are allowed to trade, and it is not regulated in any way. You can freely sell or acquire any prohibited and smuggling products. Also at all stations there are shops of equipment and information and news centers.

    Quests

    Various tasks that you will receive from governments of different planets are called in the game quests.


    We will also adhere to this terminology. Arriving on the planet, and talking to the local government, you will probably get a suggestion for some amount to complete this or that task. Assessing the situation, you can agree or refuse, or require to simplify or complicate the task (accordingly, the deadlines will be increased or decreased, as well as payment for its implementation).


    Before agreeing to the task and choose its complexity, it is worth using a galactic card to estimate how much time will take flight to the stellar system specified in the task. If you agreed to fulfill the task, it is impossible to terminate the contract, and the failure to fulfill the task will entail a significant decrease in your reputation in the eyes of the Government of the Planet, on which you received a task. All current tasks and other valuable information displays as icons on the information panel at the bottom of the screen.


    There may be recorded almost any important information in the game. If you perform a task, then most often you can get loans on the site where the task was performed, but sometimes you will have to fly on the customer's planet. The result of the task may be not only money, but also awards


    (They increase your credibility in the eyes of the race, whose award you received and have to instruct you other tasks), and a variety of technologies and artifacts.

    Quests in the game are usually found three types: transportation of any object to another star system, the destruction of any ship and, finally, more complex and interesting - text quests. With the first everything is clear. Fly, with the object, where they will be asked, communicate with the local government and the money in your pocket. This type of tasks is the lowest paid and their worth agree to fulfill only at the beginning of the game. The second type of tasks is associated with the search and destruction of any ships. Multiple problems are associated with these tasks. First, at the initial stages of the game at the disposal of the player there is extremely weak weapons. Destroy someone very difficult to destroy. And then, the search for victims take too much time, as the coordinates issued by the customer are most often inaccurate. But these tasks are paid very good.

    Finally the third type is text quests. They are in the game about twenty, and when some of some, you will have a very serious head. These tasks are the most interesting. How do they look like? In text form, you describe the situation around you and the current situation. The following is proposed to perform one of several proposed actions and describes that it has become the result of these actions, and how the situation has changed. The hero even has a small set of objects that it can apply if necessary. Here it is impossible not to note the high artistic and skill of the writer. Despite the abundance of textual information, the dynamism of the game remains, and the events are described very alive, the bright language.


    I have not met such a quantity and diverse text tasks anywhere. You will have to go to the university, to experience new weapons, participate in competitions in Iquiban, Hatch-Bolu and auto racing, destroy the plants driving in superbike, rob banks, defend the fortresses,


    recover the sacred totems and transport the gods in the boat to the bank of the river. True, some tasks seemed somewhat complicated.


    Some of them are built on well-known mathematical puzzles (for example, about two vessels, three and five liters), and some on a simple embodiment of the options, and in fact on the test of the player's patience (I think the quest about Dong, Hugu and Nagonki Kshong will remember all life). And these quests spoil the overall pleasant impression.

    Battle

    The game will definitely come such coins when your immense interests will stop with whose yet, and no less immensant. You will have to resolve this kind of situation with the help of weapons and military tricks. In this part of the article we will talk about the peculiarities of fighting with the help of onboard guns of our spacecraft.

    So, you will have to fight in the game in two modes: in tactical (that is, hiking) and arcade. The emergence of this or that battle mode depends on the place where you agreed with the enemy. The battles in black holes and hyperspace occur in arcade mode, and battles in all other parts of the open space, that is, in star systems, occur in tactical mode.

    In arcade mode, on a limited area of \u200b\u200bthe area (we will call this section of the level), driving a ship using the keyboard, you must destroy all the enemy ships, which can be from one to five at the level.


    Those who remember Star Control will understand what we are talking about. In this, you can use all the weapons that you have on the ship, switching it with the numbers on the keyboard. Note that by having released a certain amount of charges, the weapon will go to recharge mode and you will have to wait until it recharges or use another type of weapon. The levels are scattered with a variety of bonuses that can be "eats", tired of them with your ship (after some time, the bonuses appear again). Bonuses are the most diverse: the recovery of "health" of the ship, invisibility, increased power of guns, increased speed and maneuverability, and so on. After the destruction of all enemy ships, you can leave the level, previously gathering equipment and technologies that remained after the death of enemies. And there are no more wisdom here.


    I will not hide that many players this mode may be unpleasant to hit by their imperfection and simplicity, although it is very easy to die in arcade battle.


    For those who do not too much by arcade fights, the authors have provided a regime of automatic combat - with autopilot, however, this autopilot is extremely mediocre and on victory over serious opponents with its help can not be expected. However, the tactic mode of battle in interest was not far from the arcade.

    The feature of the tactical battle regime in "Space Rangers" is that it almost does not require any intervention on your part. If you want to attack any ship in the open space space, you just need to take care of it to the distance shot, select the weapon for the attack and click the "end of the stroke" button. Any weapon has a lesion zone that displays the district of your ship if the enemy ship is in this zone, it can be fired from the selected type of weapon. It is also possible to attack the enemy immediately from all types of weapons installed on board the ship, in this case all the zones of the lesion will be displayed around your ship. In addition to the weapon for the attack, you can choose a course of further following your ship: the persecution of the enemy close, the harassment of the enemy at a distance of a shot from the long-range gun, or any other.


    So, after you have decided on weapons and a course, you press the end of the progress button, and your ship will go to the attack, shelling the enemy from the selected weapon. The battle can be held in two modes: automatic - until the complete destruction of one of the ships, or hiking - with a stop at the end of each course (that is, the day). In automatic mode, you have the opportunity to stop the battle at any time, in order to, for example, retreat and land on a planet for repair. It should be borne in mind that the stop will occur only at the end of the start. If several ships take part in battle, then computer characters will make their moves at the same time with you. In this case, you can trace the trajectories of their movement and attacks. In the upper left corner of the screen is the information panel, which displays all information about your ship and the enemy ship: the type of ship, the strength of the case (that is, "health"), the likelihood of victory (if a probabilistic analyzer is installed) and so on. If the fight takes a dangerous turn for you, then you can try to conclude peace with the enemy, paying money to him, or call for the rescue of other Rangers.


    All negotiations are carried out through communication mode with other ships.

    Role elements

    The role-playing system implemented in the game is quite simple. Before you start the game, we choose the race and class of our character. Race determines a favorable attitude towards us from some humanoids and negative from others. We have already considered the features of racial relationships in the section "Races". Choosing a class (warrior, merchant, pirate) defines the initial set of characteristics of your character, as well as attitude to your character of some races. Pirate begins with advanced knowledge skills. Warrior has all the qualities of the leader and can hire a partner to themselves. The trader is strong in trade and mastered the basics of technology.


    Total character you can develop six characteristics:

    Accuracy - The higher the accuracy skill, the closer to the maximum charm the character is damaged. When skillfully developed up to one hundred percent, the character will apply the sweep the maximum possible damage. That is, if the tool mounted on the ship can cause 16-32 damage, then with a fully developed character skill, it will apply 32 units of damage.

    Maneuverability - This skill is responsible for maneuvering in space and avoid opponent's hit. Pilot with highly developed skill "maneuverability" is almost invulnerable in battle.

    Knowledge of technology - This skill allows the character to correct his ship and care for him. This significantly extends the service life of equipment and weapons on board. The complete development of this skill will make the equipment serve you twicear longer.

    Trade - Development of trade skill allows your character to lose less money when selling old equipment. With zero development of skills, the equipment loses half of the initial cost, and with maximum equipment will be sold at the procurement price (unless, it is not broken).

    Charm - If you are a charming person, then many sins forgive you. The development of this skill allows you to mitigate the negative reaction of others around your actions. The maximum development of the "charm" skill causes any government applies to your character two times better.

    Leadership - This skill allows your character to hire in the subordination of other Rangers. The higher this skill, the more Rangers you can hire (from zero to five). However, it is necessary to take into account that the highest rank and position in the ranking of the Ranger in the hiring to the lower night will not go.

    On the improvement of these characteristics, Ranger's glasses were spent on the release of star systems from clives, performing government assignments and attributes to protoplasm rain centers (one point per protoplasm unit). Each characteristic has six degrees of development, and the higher the degree, the more points are required for its further development.

    In addition to the characteristics in the game there is a system of flight ranks assigned to the character for the shot down Clasan and pirate ships. According to the accumulation of the required amount of points, the new title will be assigned to you immediately by arriving at any nearest military base. Together with the new flight title you will receive valuable gifts.

    Ship

    Your ship can be equipped with a wide variety of equipment. Equipment you can buy in the store on the planets, repeat from the enemy or to purchase in a different way. At the very beginning of the game, you will get the simplest housing to which only the engine and the fuel tank will be installed. These three things are mandatory on your ship, because without them you can not fly into space. In addition to this, you can install some more different devices: radar, scanner, capture, repair robot, protective field generator, and, of course, a variety of weapons. Opening the ships screen, you will see the body of the ship and the place to install on it of various equipment. Empty cells at the bottom is a place in the hod of your ship. All the equipment purchased or received in battles will first fall in the hold, and must be installed on the ship to start its operation. Each type of equipment has the following characteristics: Type, Weight, Race Manufacturer and Cost. The more developed race made one or another thing, the more expensive it stands, and the longer it will serve, without requiring repair. The Pelenga engine will cost more, and to serve longer, exactly the same, collected by small people, and Feeansky - Human, etc. Now let's look at all the equipment that will be available to you in the game and the dependence of its characteristics from the type.

    Housing



    The body is the basis of your ship, all other devices are attached to it, and it determines the carrying capacity of your ship and the fortress of his armor. For these parameters, it is worth choosing a case. When buying a new building, the old will be sold automatically. It is worth remembering that the number of "health" of your ship is equal to its volume. In fact, if your housing has a strength of 350, then you can load hardware or cargo with a total volume of 350 units. The scheme is a bit strange, but quite simple, leave it on the conscience of developers. Most of the housings of ships have numerical bonuses to armor, these bonuses very seriously increase the cost of the body, but they give significant advantages in battle. The type of the housing determines the fortress of its armor, that is, the amount, absorbing damage caused by the ship. The harder the structure of the material from which the case is made, the stronger armor.

    Types of cases by increasing strength:

    Titanium
    Renyama
    Selenin
    Aquadan
    Octaplaxova
    Crystaline
    Gravian
    Mesostructured

    Engine


    The engine serves to move your ship in cosmic and hyperspace. The engine type affects the speed developed by them (that is, at that distance you will overcome in one day in the usual outer space), and the width of the zone of the hyper-barrel (that is, at that distance you can overcome in one jump through the hyperspace).

    Types of engines by increasing power:

    Reactor
    Phase
    Pulse
    Cryogenic
    Plasma
    Energy
    Doc.
    Singular

    Fuel tank


    The greater the volume of the fuel tank, the more further a hyperpostatic jump can make a ship without refueling. Fuel is spent on jumping, and is not spent when moving through stellar systems, but when it ends, the ship can move only within the current star system. Fuel consumption in hyperspace is one unit of fuel per parseca, that is, in the presence of a fuel tank of 30 units, you can perform jumps for thirty parses (subject to the presence of an engine that develops such power). Sometimes the fuel tank volume exceeds the "jump" engine power and jumping have to be performed in several stages, with stops in several star systems, but without refueling. A damaged fuel tank gradually loses fuel. The volume of the fuel tank depends on its type.

    Types of fuel tanks by increasing volume:

    Static
    Cumulative
    Vortex
    Correlator
    Syncophazova
    Archivatory
    Aquipuncture
    Hypertigid

    Radar


    Radar allows you to fix various space objects (planets, stations, other spaceships, asteroids, etc.) and their most important characteristics are strength, size, speed, name, probability of victory, and so on. The information obtained from the radar is displayed on the mini-card in the upper right corner of the screen and on the information panel in the left. Without a radar, many important operations are impossible, such as negotiations with other Rangers and receiving information about their ships, plus to this without it oriented in stellar systems you will have almost blindly. Also without a radar it is impossible to use the scanner. The radar radius depends on its type.

    Types of radars by increasing power:

    Wise
    Animating
    Fan
    Cellular
    Full painter
    Sonizing
    Relative
    Subtraxfer

    Scanner


    The scanner is the most useless appliance on your ship. With it, it is possible as an x-ray apparatus to enlighten someone else's ship to see what his equipment and weapons are installed, and that is inside his trim. This information is almost useless in battle, especially after installing a probabilistic analyzer. The only GOB from the scanner is to identify goods that transport truckers in order to decide whether it is worth destroying this ship or he goes upward or transport cheap minerals. Scanning another ship is possible only if the power of your scanner numely exceeds the protective field of the scanned ship. Scanning without a pressed radar or outside the zone of its action is impossible. The power of the scanner depends on its type.

    Types of scanners ascending power:

    Analog
    Bipolar
    Tekran
    Program
    Duplex
    Meridian
    Traxies
    Vortex

    Repair robot


    The repair robot can restore some units of body damage per day (it does not apply to other equipment). This is quite convenient when running in tactical mode (in the hyperspace, the robot does not work), since if you receive not too significant damage, then the robot will restore each course. The amount of damage that restores the robot depends on its type.

    Types of repair robots ascending efficiency:

    Rail
    Hinged
    Pneumatic
    Dynamic
    Matrix
    Cybernetic
    Biotic
    Suspensory

    Capture


    With the help of capture, you can select various items in space and hyperspace: weapons, equipment, and so on. And put them in the bag of the ship. When you start using the grip, around your ship, a circle appears, which displays the capture action zone. All items that fall into the zone of his actions can be noted by a hand-handed hand, and after the start of the course they will be "configured" the capture and fall on board the ship. Capture can capture objects of only a certain amount. The radius of the capture and its carrying capacity depend on the type.

    Types of captures ascending capacity and radius of action:

    Magnetic
    Seloroid
    Pseudovascular
    Track
    Electricular
    Cryer
    Activator
    Telecinetic

    Protective Field Generator


    The protective field created by the generator blocks a number of damage applied damage (as a percentage), as well as attempts to scan your ship (though, what computer ranger will come to the head to scan your ship?). The percentage of blocked damage depends on the type of generator.

    Types of protective field generators by increasing power:

    Cotton
    Poam
    Antimensive
    Scattering
    Holographic
    Stating
    Shielding
    Octogenic

    In addition to these standard types of equipment, you can equip your ship with additional devices, usually improving the work of standard equipment or yielding other bonuses. These devices you can win in hyperpriced pirates or purchase at scientific stations.

    Weapons


    In the game you will meet twelve diverse types of weapons, and a couple of specific accommodations that can hardly be counted on weapons. Weapons can be bought at any equipment store and install on the ship, as well as any other equipment. It is worth remembering that some types of weapons are more convenient to fight in arcade mode in hyperspace, while others are intended for tactical battles. Therefore, you have five seats for weapons on the ship, so you can switch to a more convenient type of weapon.

    Photon gun - The simplest, weak and affordable gun from all the equipment available in stores. Inflicts insignificant damage to the enemy and therefore suitable for use only in hyperspace (where the actual power of the weapon is not so important).

    Industrial laser - The laser was designed for industrial purposes, so it is suitable except for the destruction of asteroids. For any serious battle, this laser is not suitable, as damage caused by them is too small. The radius of defeat goals is medium.

    Burst tool - Pretty low rapidity of this plasma cannon pays off with good firing power and low cost, that is, affordable in the initial stages of the game. May hit targets only at a very close distance.

    Graviton Breumet - ray ray weapon capable of applying average damage to a fairly large distance.

    Retractor - This type of weapons does not cause any damage to the enemy's ship, but it reduces the speed of its movement for a certain number. The retractor is equally good to use both for attack and for defense. In the first case, the retractor will slow down the movement of the enemy ship, and you can easily catch up with it, and in the second case, it will help you as easy to hide from persecution.

    Phaser Keller - The first actual serious weapon that will be available to you in the game. The Keller Phaser is able to apply very tangible damage to any enemy ships. The main disadvantage is the limited radius of action.

    Eonic Blaster - One of the most balanced weapons in the game - with sufficiently large damage done, it has a large radius of defeat.

    X-defibrillator - This type of weapon does not cause direct damage to the housing of the enemy ship, but instead destroys the equipment installed on it (including the engine and guns). It has an average radius of lesion.

    Sub-season gun - This gun makes damage not only to the ship you attacked, but also a group of objects in close proximity to it. Great for attacks of several close-based goals and places of accumulation of several enemy ships. The gun is capable of applying quite large damage with an average radius of targeting targets.

    Annigilator field - causes great damage, and has an average radius of lesion. In this case, the field annihilator is a very cumbersome and heavy installation, that is, it takes a lot of space on board the ship, which reduces the possibility of its use in parallel with a large number of weapons of another type.

    Tachyon cutter - It can apply quite large damage and at the same time has a very large radius of lesion.

    Vortex spotlight - This type of weapon has the greatest destructive power in the game, but has a small radius of defeat, giving way to the previous one.

    Graphics and sound

    It is impossible to say about the graphic design of the game: it uses a two-dimensional engine that supports two permissions - 800x600 and 1024x768.


    Despite the fact that the technology of two-dimensional graphics can be called outdated, the two-dimensional engine produces an extremely pleasant impression, and this is, above all, the merit of designers and artists who created magnificent space landscapes.


    This applies to both the outer space (here you and the nebula, and comets, and the cosmic wind) and the planets and what we will see on them when landing. Pretty good was the design of spacecraft and their animation.


    Ships, however, in the game there are not so many - only four types of the player available and about twenty types will meet you on spaces of space. At the same time, the graphic engine of the game is pretty simple, "lively" graphics and animations in it are not enough, but it is replete with a variety of pleasant eyes of static nuances and is not demanding to computer gland.


    Special effects in the game are not many, but those that are quite sketchy.


    There are no animated screensavers in the game. In short, nothing supernatural from the graphic design of the game should not be waiting, but this is more compensated by other advantages of the game.

    Sound design of the game was done at the middle level. Music in the game is really good - the game sounds more than fifteen wonderful "cosmic" musical those who are very brightly emphasized and complement the atmosphere of the game. But here is a set of sounds very standard for this kind of games, the sounds of the shots are inexpressive and sound in a toy, the ships fly at all silently and so on. More here to say nothing.

    Summary

    Since Star Control, it did not get a more interesting deep and high-quality game on the topic of space and SCI FICTION. A lot of very interesting and unusual ideas were reflected in the game, this concerns both the gameplay and the presence of plot strokes. Among the minuses of the game, you can only be called modest graphic design (but the game can easily work on weak computers), as well as a large number of textual information that is not always easily perceived by the player. Otherwise, "Space Rangers" is an excellent product that can be recommended absolutely any audience of players, especially fans of cosmic fiction. Finally, we have a decent continuer of Star Control traditions ...