"Courier" Escapes
from TriPointMystery and
controversy surrounds a recent escape of a Quantar pilot known only as "Courier"
who had been detained in Tripoint station. Another pilot, Septio
was suspected of aiding the escape and Quantar authorities are looking to question him.
On the evening of 104.11.16, Courier
escaped from a secure detention area on TriPoint. The escape was allegedly aided by
the Septio and was further facilitated by the fact that nearby
beacons had not been properly maintained and were not online with Quantar central
computers.
After the escape was made public, The
Brotherhood announced
that it was establishing a "detection network:"
"In response to the threat
presented by the recent escape of the pilot code-named "Courier" from a TriPoint
detention facility, The Brotherhood will immediately begin establishing a broad detection
net to capture this fugitive. The net will also be tuned to detect pilot Septio, who is
wanted for questioning in relation to the escape."
According to Quantar authorities, Courier
was being held for allegedly hacking into the market pricing system. There has been
no background provided on Septio, although his name suggests he
is of Octavian descent. Both pilots are listed in the TRI database as
"Classified," adding further to the confusion and mystery.
Just days after Quelliar Neamru II announced that both of the fugitives had apparently escaped from
Quantar space, Brotherhood Seneschal Spork tracked
Septio, who was flying a Typhoon, from The Gurge all the way
down to Hyperial station where he apparently destroyed Septio's ship . . .

Yet even though TRI recorded the kill,
Septio ended up safe at Hyperial station. Either the TRI network erroneously
recorded the kill or homing transducer on Septio's ship was
tuned to Hyperial station.
"It does not surprise me a bit
that Hyperial is involved with this," said The Brotherhood's leader Ambrosius. "If something nefarious is going on, the path
usually leads there."
As yet, there has been no report of any
sightings of Courier.

Jammer ECM Prototypes Disappear from Lexxor Facility
Shortly before the completion of the
Hyperian faction mission to build a Customer Producer for the new "Jammer"
ECM, between 10 and 20 prototypes were reported to be unaccounted for by Lexxor.
Lexxor's new "Jammer" ECM is
popularly described as the first true electronic antimissile countermeasure available.
Rather than actively destroying an incoming missile, the Jammer disrupts the missile's
tracking systems, resulting in a failure to strike the Jammer-equipped target in nine of
ten combat trials.
Lexxor Intelligence employs over
230,000 people in three Quantar stations, three Solrain stations and Hyperial . Its
primary source of income is in missile systems, the best-seller being the Cutlass. Lexxor
also has a big stake in various entertainment operations, as well as luxury vehicle
development.
Sentient Spotted
in Flux Space
Reports have been received that Pilot
Draiocht ran across a sentient Krakken-class conflux while on patrol in conflux
space. Although he was caught completely by surprise when
the sent ship chased him through a gate, he was able to destroy the conflux and did
confirm that he received a sentient "kill confirmation" from TRI.
Although running across flux in flux space
is not typically considered "news," this is the first reported sighting of a
sentient in that territory. There is an unconfirmed report that TRI has requested
biometric logs on pilot Draiocht for 104.11.24 to confirm his sobriety.
TRI R.M.D. Plans Lineup of Holiday "Events"
TRI RMD announced the scheduling of a series
of events which they have called "The Twelve Days of Christmas" -- allegedly
named after some obscure song discovered on a rusty DSS in The Fields. The
"Twelve Days" lineup actually began on 104.12.1 with a 12-day
"flux-a-thon" event. Other events include the following:
104.12.13 Tow
Death Race
104.12.14 Noob Shuttle Royal Rumble
104.12.15 Infestation InSaNiTy
104.12.16 Rocket Range (sim)
104.12.17 LF Royal Rumble
104.12.18 "No Rules" Royal Rumble
104.12.19 GM-A-Thon (sim)
104.12.20 TBD
104.12.21 Eel Survival
104.12.22 Kill the Flag
104.12.23 HF Royal Rumble
104.12.24 Single-Elimination Tournament (sim)
(NOTE:
all events are held in real-space except where otherwise indicated.)
Pilots are encouraged to take
advantage of the opportunity to kick-back and have some fun during the year-end holidays
celebrated by all factions. Join your friends (and enemies) in one -- or MORE
-- of these entertaining competitions!
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new feature!
ISTVAN'S UPDATE
Darkspace Dispatch is proud to announce
that Jumpgate's lead developer, Istvan, will be providing periodic exclusive
updates right here! So stay tuned-in to stay abreast of what's in store . . .
Despite my recent forum comments about
adding a warfare system, I still have not deserted major non-PvP elements of my agenda. I
spoke to the community in the summer about upcoming changes to the conflux, and although
technical problems here have prevented recent client patches, work on the conflux has
continued.
My foremost goal with the conflux is to make them more interesting. Fighting the flux has
always been very simplistic, based on whatever spawns when players enter a sector.
Historically, the spawns have always kept coming. My short-term goal with the conflux is
to introduce a mechanism whereby players can clear conflux from an area of the TRI map,
and reasonably expect that area to be free of conflux for some period of time thereafter.
The objective is to temporarily make an area safer for mining or hauling, or prevent PvP
in the area from being interfered with. My mid-term goal is to try to correct our most
notorious conflux-related bugs in the game, most of which are familiar to everyone and
have sadly become an almost-accepted, though frustrating part of our game experience. My
longer-term goal is to improve some of the mechanisms that dictate the very simplistic
conflux behaviors. Most of this presently just involves target identification and
collision avoidance. I hope to create a situation where conflux use a detection mechanism
more like players' radar, and aren't guaranteed to relentlessly attack the moment a player
enters the sector: a slower, noob ship might be able to avoid conflux through stealth
methods, instead of flashfire, afterburner, and prayer. Assuming this works, it should
become possible to avoid conflux by being 'roided, again making it possible for a PvP
force to avoid interference, or at least choose to engage the flux at a moment of their
own choosing.
As always, to prevent offering more than I can possibly deliver, I'm being intentionally
vague about these changes and how I'm going to execute them. In the last few months there
have already been changes introduced server-side in the system governing the conflux
swarms, as well as provisional changes to conflux stats. I have more things in mind for
the swarms, and the role of conflux space is also overdue for reassessment. I intend to be
putting these things in place while I ramp up the basic changes necessary to make the
factional warfare system work. If all goes well, the next several patches should contain
some very interesting material. I'm looking forward to the results as much as my fellow
players are.
Online Numbers Drop Slightly
In a somewhat disappointing
development, online numbers have fallen off a bit over the past month with online pilots
during prime time generally running in the 30s. You can see an hourly chart of
pilots online over the last seven days HERE.
JPR
News - Jumpgate Pirate
Radio has announced the hiring of two full-time DJs:
Radi (a.k.a. The Spammer) and InterOrka (who is believed to have nefarious purposes for
taking the job). Radi and IO join "part-timers" WileECoyote, Anguish and
RT_Mus and producers Unver_FJB ("FudgeBob") and Vulture83.
JPR Broadcast schedule and DJs are
typically announced by mid-week on JOSSH Forums and JGW Forums -- as well as on the JPR
home site (click on the JPR logo above).
WANT TO GET INVOLVED WITH DARKSPACE DISPATCH? If you have story/article ideas, or any other
kind of suggestions, let us know! Volunteers to write stories and articles,
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(even videos!), or record (voice) sidebar reports on some of the key stories -- ALL would
be welcome.
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Special Report:
Istvan Charts Bold Future for
Jumpgate
(Reprinted from JOSSH
"Announcements" Forum)
Two years ago
today, I had the great good fortune to be brought on board the Jumpgate project. Scott
Brown originally hired me to help with finishing Episode 2, a very urgent priority back in
November 2002. Gradually, I've taken on a greater share of the load. After the Episode 2
patch released, I was permitted to get involved with coding, and I took on most of our
general bug fixing. By the end of 2003, I was doing the majority of the fixes and features
going into each patch. Though I make no business decisions for the game, for some time now
I've had full responsibility for the direction and development of Jumpgate. As a former
beta tester, my involvement stretches back to January 2000. As a player, I founded
Jumpgate's first major trading squad, played politics, participated in PvP, downed my
share of conflux, mined my share of roids, immensely enjoyed simply flying as a merchant
pilot, and waited hungrily like everyone else for the next patch. For a player, joining
the project as a developer was a dream come true, a dream I still strive to share with my
fellow Jumpgate players by keeping our mutual hopes and dreams for the game in mind
whenever I consider new features or changes.
In the past, and especially while I still lacked influence in Jumpgate development, I
publicly described the work I was doing to change and improve Jumpgate in terms of
"taking baby steps". As the juniormost member of the team at the time, I did not
want to make mistakes that would create additional work for my coworkers, I especially did
not want to damage or disrupt the game by my actions. It seemed necessary to go slow, and
to be careful. For various reasons, I believe the time for caution with respect to
Jumpgate development is past.
Continue Reading . . . |
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