The Falcon deLacy Spaceways Cobra III Manual
The Falcon deLacy Spaceways Cobra III is a multi putpose ship. It can be used for:
- Trading cargo between systems
- Mining asteroids
- Law enforcement (bounty hunting)
- Space lane cleaning (scavanging)
- Opportunistic enterprises (piracy - unofficial)
Cockpit
The cockpit has the following displays:
- Outer Left: A display panel showing:
- Fuel: The Cobra III's tank can store enough fuel for a 7 Light Year hyperspace jump. It is worth
noting that no fuel is used when flying within a solar system.
- Temperature: When getting close to a sun the temperature can increase. Too hot and the ship will burn.
- Altitude: It is unwise to get too close to a sun or planet otherwise the Cobra III will disintegrate.
- Missiles: One square for each missile, where:
- Green is unarmed
- Yellow is armed and unlocked
- Red is armed and locked onto a target
- Inner left: Flight modes, These are:
- N - Normal space, can navigate and interact with other ships.
- L - Locked Normal Space - Same as nornal space but a ship is emitting a lock field.
this inhibits "Jumping" out of the current location.
- J - Jump space, used for navigating near planets. This allows for fast travelling near
planets, however coming close to any other object will force out of "Jumping" to normal space.
- K - K Jump space. This is the same as "Jump Space", except it is about ten times faster,
This can be initiated some distance away from planets and suns.
- H - Hyper Space - travelling between stars
- W - Witch Space, this is notmal space but away from a solar system. Should never happen, but
there are rumours of existance of aliens that can cause this.
- S - Safe Space, you are near a space station. Any destructive behaviour here automatically makes
you a terrorist and the police are likely to destroy you.
- Center: The Braben and Bell 3D radar scanner.
- In Normal and Witch Space:
- Yellow: Another ship that is not emitting a lock field
- Pink: A ship emitting a lock field
- Blue: A police ship (may be emitting a lock field)
- White: An asteroid, boulder or rock
- Pale blue: Space station
- Red: Missile
- Green: Flotsam - Cargo or ship wreckage
- Light green: Escape pod
- Dark Mauve: Thargoid mothership
- Light mauve: Thargon slave ship
- Pale mauve: Dead thargon slave ship
- In Jump Space:
- Bright yellow: Sun
- Green: Planet
- Light blue: Space station
- Inner right: The compass, showing the direction of the space station. Green dot means it is in front, red dot behind.
- Outer Right: A display panel showing:
- Laser temperature: Lasers cannot be fired if too hot.
- Shields: Level of shields. Once gone the ships energy cells are depleted instead. This is depleted when lasers hit the ship
- Energy Cell(s): The amount of energy on the capacitors. If this is depleted the shipblows up.
Lock field:If a ship is emitting one of these all other ships "in range" (can be seen on the scanner) cannot go
into "Jump Space" or "K-Jump Space", but are mass locked. It can go into Hypoerspace however. (PS: Your ship autmatically emits one of these
whenever it is in "normal" space.)
Controls
Different modes can be set. A list of keys against the functionality can be seen on the key map, which can be accessed by
pressing "=".
The functionality of these are:
Normal Flight Mode: |
Pitch down (↓, S) | Rotate/twist the ship in the appropriate direction when flying |
Pitch Up( ↑, X) |
Roll clockwise(→, >) |
Roll anti-clockwise (←, <) |
Go forward (W, SPACE) | Accelerate the ship |
Go back (S, ?) | De-accelerate the ship |
Fire(Q, A) | Fire lasers |
Target Missile (T) | Prime the missile. Lock the missile on the target by getting the ship in the laser "cross-hairs" |
Un-target missile< (U)/td> | Cancel the target |
Fire missile (M) | Fire the missile at the targeted ship |
ECM (E) | Electronic counter measures - destroys all missiles flying |
Energy Bomb (B) | Destroys all ships. Cannot be used in "Safe" mode |
Escape Pod (P) | Deploy escape pod. You will travel to the station and a new ship is issued identically equipped, but
without an escape pod nor cargo. |
Docking Computer (C) | When near a station (in "Safe mode) this initiates the "Auto-Pilot" to dock the Combra III for you,
while playing soothing music. This can be cancelled by pressing "Computer-Off" (D) |
Computer Off (D) | Cancells auto-processes and countdowns - Cancels Auto-docking, Hyperspace, Galactic-hyperspace and
Escape pod operation. |
Jump (J) | Go into "Jump" space for travelling large distances in space. |
K-Jump (K) | Go into "K-Jump" space for travelling larger distances in space. |
Hyperspace | Hyperspace to mapped system (if you have enough fuel). This initaiates a 15 second count-down to jumping,
which can be cancelled by pressing "Computer-Off" (D) |
Galactic Hyperspace | Galactic hyperspace to the next galaxy. This also initiates a 15 second count-down, which also can
be cancelled the same way. |
Number functions: |
1 - Launch/Look forward | Initiating launching the ship and look forward. While counting down to launch the process
can be cancelled by pressing "Computer-Off" (D) |
2 - Look left | Look the appropriate way |
3 - Look right |
4 - Look up |
5 - Look down |
6 - Local Star Map | See appropriate star map, a circle is displayed representing where you can get to with your current fuel.
Move the cursor using arrow keys, and select nearest planet to that by pressing ENTER. |
7 - Galaxy Star Map |
8 -Equip Ship | When in a station use this to buy and sell equipment for your ship. Arrow up and down to select
equipment, right arrow to buy, left arrow to sell. |
9 - Trade Cargo | When in a station use this to buy and sell cargo. Arrow up and down to select
cargo, right arrow to buy, left arrow to sell. |
0 - Status |
Display status and information about yourself and ship. This consists of:
- Who you are
- The planet you are in
- The number of Credits you have (the monetry unit)
- Your rank according to the Inter-Galactic Ranking System
- Your Legal Status, if not "Clean" police will not come to your aid and bounty hunters will chase you. If not clean
legal status improves on each Hyperspace jump, and is reset to "Clean" if the Glactic Hyperdrive or Escape Pod
is deployed.
- The amount of Fuel (in terms of Light Years that can be travelled) you have.
- A list of the equipment you have installed.
|
Equipment
Equipment that can be deployed:
- Fuel: Not really equipment, but required for hyperspace jumps. The value of the amount of fuel equipped represents the
number of light years that can be travelled. No fuel is required for "Normal Space" travel, or for "Jump"ing ot "K-Jump"ing.
Fuel can be bought from all stations, or "scooped" from any sun if a "Fuel Scoop" is fitted.
- Missiles: Up to four of these csn be fitted on a Cobra III.
- To Use:
- Prime/target the missile by pressing the appropriate key (T)
- Target a ship by manoevering the Cobra III so the cross-hairs are pointinbg to the desired target.
- You can "Untarget" the missile at any point by pressing the appropriate key (U)
- To fire the missile press the appropriate key (M).
- The missile is an effective weapon. They are fast so cannot be out-run, and are small so difficult to hit with
lasers, In practice, the only real defense against them is to deploy an "ECM".
- Lasers: These fire compressed light bolts forward, The cross-hairs are useful in manoevering the Conbra III to
aim the lasers appropriately. When a light bolt hits a ship it weakens it's shield, subsequent hits effects it's integrity.
Eventually, continuous hits will destroy the ship. Lasers can also be used to fire at asteroids, boulders and rocks for mining
Different laser cannons can be fitted:
- Pulse Laser: Available from Tech level 3 stations and above.
Emits a light bolt, the cannon takes a second to recharge down before it can be fired again.
- Beam Laser: Available from Tech Level 4 stations and above.
Emits a lower powered light bolt, but the gun can store sufficient energy to emite bp;ts faster
for a short period before requiring rechatging.
- Power Laser: Available from Tech Level 10 stations and above. A more powerful charge and bolt.
- Military Laser: Available from Rech Level 10 stations and above. Lasers used by the Police. These pack a serious punch.
- NOTE: It does bot matter what type of Laser is used for mining, they all have the same effect for that.
- Large Cargo Bay: Available from all stations. Increases the cargo storage capacity from 20 to 35 tonnes.
- ECM System: Electronic Counter Measure. Available from Tech Level 2 stations and above. When activated it destroys all missiles in range,
however it uses a fair amount of energy.
- Fuel/Cargo Scoop. Available from Tech Level 5 stations and above. Can be used to collect fuel from suns, or pick
up cargo canisters, sheets of metals or rocks from space. To use:
- Fuel: Simply fly close to a sun. However, be sure you do not get too close, otherwise your situation can get too hot...
- Cargo/Sheets/Rocks: Manoever your Cobra III and fly just above what you want to pick up. Automatic Drone Collectors will
then pick the object up.
- Escape Pod: Available from Tech Level 6 stations and above. When equipped they can be deployed by pressing the
appropriate key (P). A 3 second count-down will occur (which can be cancelled by pressing the Computer-Off key (D), after
which you will leave the ship in your escape pod. You will appear in the local station, and your insurance will have supplied
you with an identical ship to the one you had. It will not replace the Escape Pod itself, nor any cargo you may have been carrying.
A side effect of this is to change your ship's signature, which in effect removes any adverse legal status you had.
- Energy Bomb: Available from Tech Level 7 stations and above. When the appropriate key is pressed (B) it releases energy that destroys
all ships in range. Does not work near stations.
- Extra Energy Unit: Available from Tech Level 8 stations and above. A must have if you fight, it both doubles the amount of
"Energy" and "Integrity" you have, but also doubles the speed at which energy is recharged.
- Docking Computers: Available from Tech Level 9 stations and above. Bored of navigaing to stations to dock? This does that for you
while providing you with appropriate soothing music. To activate pressthe appropriate key (C) when in "Safe" mode (near a station).
It can be de-activated by pressing the "Computer-Off" key (D).
- Galactic Hyperdrive: Available from Tech Level 10 stations and above. When equipped, pressing the appropriate key (G) in "Normal Space"
will initiate a galactic-jump to the next galaxy. There are 8 galaxies in BELite (jumping from the last one will place you
back in the first).
Space Stations
In the station
When inside and docked in the station, as well as performing galactical navigation tasks (by pressing 6 and/or 7
you can equip your ship (by pressing 8) and trade goods (by pressing 9).
Leaving the station
To leave the station press the "Launch" key (1) while facing forward, and if there is a queue to leave you ill join it, then a countdown from 10 seconds to the actual launch.
To abort the launch press D.
When launching, the ships "tractor beams and bots" will tke you to the stationj entrance and eject you, after which you can take control of the ship.
Entering the station
To enter the station you need to go to the "letter box" entrance, which is always located on the face of the station facing the planet it is orbiting.
Once there you need to align yourself outside it as straight as possible. You can use the rectangle on the "back" of the inside of the station as a transit to do so.
You need to enter when no other ship is entering and exiting. If you break that rule you are destroyed.
To assist with that a system of traffic lights are fitted to all stations. These lights indicate...
Red | This indicates a take off or landing is in process. If you enter at that point you are destroyed. |
Amber | This indicates a ten second "countdown" to a landing is in progress. You can enter while amber, but be aware, if it changes to red just before
you actually go in you are in trouble. (PS: Any launches that reach zero after you have gone in but while you are docking are deferred to after you dock |
Green | No launching or docking procedures are occuring. It is safe to enter. |
Your ship is wide, but not very high.
When entering the station, the "letter box" needs to be aligned horizontally otherwise the "wings" will clip the side of the entrance and you will be destroyed.
Activites
Flying
All activities will consist of flying. There are three "types" of flying within a solar system:
- Normal Space: This is simply flying in space, enabling interaction between ships and objects.
- Jump Space: This is activated by pressing the "Jump" key (J). This is super fast flying using "micro-jumping".
If you jump nearby to another object you will automatically go back to "Normal Space". You cannot "Jump" if
there is a "Lock" field being emitted by someone.
- K-Jump Space: This is activated by pressing the "K-Jump" key (K). This cannot be activated if near a sun or planet.
This is like "Jump Space" except it is about ten times faster.
Flying in higher security systems reduces the chance of coming across pirates, and increases the chance of police appearing when
trouble occurs (someone is hit by a laser). However, higher security means more tax is applied to both the purchase and
sale price of cargo in stations.
Trading
Trading consists of buying cargo than are "In supply" from one station, and selling them to where they are "in demand" to another station.
The "Info" screen in the navigation screens say what is in supply and demand for each system. The higher the security of a system the
higher a "tax" is levie on goods (the tax is included in the price).
Pirates will try and intercept you. Trading in the lower security systems is not recomeended unless you are suitably armed and equipped.
Bounty Hunting
Targetting a ship with the "Missile Target" mechanism will tell you if there is a bounty on the ship, even if you have no missiles
(remember to "Untarget" afterwards). If there is a bounty destroying the ship will earn you that bounty.
It is worth noting that destroying ships
with a bounty is not illegal and will not effect your legal status, however, even accidently shooting at and hitting clean ships do.
Mining
To mine you need a laser (any type will do, it makes no difference to mining), and a Cargo/Fuel scoop.
To mine:
- Fly until you come across an astreroid (appears as white in the Normal Space scanner).
- Continuously fire the laser into the asteroid until a boulder is freed (takes about a minute).
- Wait for the boulder to drift a reasonable distance from the asteroid
- Fire the laser at the boulder, and it will "blow up" and some rocks will renmian.
- Pick up the rocks by flying just above them. Most are minerals, but there are some other metals there sometimes.
- When all rocks are collected, fire into the asteroid continuously again to release another boulder.
- And so on.
Asteroids appear more on poor agricultural economies than rich industrial. Some asteroids have hermits in them (they can be identified
by pink panels on the asteroid itself). Mining threse have richer pickings, but you may have an issue with the hermit(s) who live there.
Scavanging
Occasionally you will come across cargo canisters and/or canisters, often when the police have destroyed a pirate.
Should you have a Fuel/Cargo Scoop attached you can collect these, if you have spacre cargo space, by manoevering the Cobta III
and flying just above the canisters or panels. When this is doen they will appear in your cargo.
These can then be sold at any station.
Piracy
Simple! Shoot ships and scavange the cargo.
But.... Shooting legally "clean" ships can attract the Police, who will shoot you. So best to do this in systems with no security (Anarchy systems).
Also, shooting "clean" ships will mean you attract a bounty, which means:
- The police will no longer come to your assistance if someone shoots at you.
- Bounty hunters, that previously would ignore you, will try and destroy you for the bounty.
Your bounty decreases each time you jump in hyperspace. Using an escape pod, or using the Glactic Hyperspace, will clear your legal status
completely.
Sharing the Spaceways
Police
How much policeing a system has depends on it's Government type. An "Anarchy" system will hvae none, while a "Corporate State" will have lots.
Police, if they can, will respond to a ship firing on another ship that is "clean". In this case it will jump to that location as soon
as it can and assist the ship being fired upon. However, they will not do this if the ship is not "clean" (has a bounty).
You incur a bounty by of the following ways
- Dealing with "illegal" goods, namely Slaves, Firearms or Narcotics anywhere except Anarvhy or Feudal systems.
- Shooting at a "clean" ship (one without a bounty).
- Shooting anything near a station (in Safe "S" mode). You become a terrorist then. Not good.
Police fly "Vipers", which are vicious fighters. They appear blue in the scanners.
Bounty Hunters
These fly in the spaceways, scanning all ships, and attacking wanted ships for the bounty.
Should you incur a bounty, not only will the police not assist you in fights, but you will have bounty hunters to deal with.
Traders
These fly from one system to another buying and selling goods. They can fly with some escorts. Attacking these can lead to rich pickings
in terms of cargo, but doing so incurs a bounty and can attract police.
Smugglers
These, like traders, deal with goods, but often illegal ones. They usually have a bounty so can be attacked for that without fear of
legal action.
To determine if a ship has a bounty or is clean, target it with a missile (or go through that process if you have no missiles). You can
"untarget" and "disarm" the target after.
Pirates
These will attack you, and generate a "lock" field, placing the space in "Lock" mode ("L"). They are after your cargo, or just
blowing you up for the alloys obtained. If you are clean the Police may come and assist you.