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Shipyards and Shoreleave : TEP Specs

Space stations and planetary bases will be of great import in TEP. They act as the centres of trade, commerce and gossip for the player. There will normally be one or more major bases in a system and often smaller settlements where specialized goods and services can be obtained.

Facilities

The following facilities will be available at bases: Some bases will offer specialized equipment or upgrades which cannot be purchased anywhere else.
In addition to these standard facilities which can be used instantly, if you wish to spend some more time at a particular port you and your crew can go on brief shoreleave. See shoreleave.

Some ports are famed for their unusual facilities. The player would select visits to these before departing on shoreleave.

Shoreleave

For some captains a stop in port is only an opportunity to refuel, whereas to others (and their crew) it can mean a few days of relaxation between long haul space flights.
When you arrive at a port you will have the option of spending some time seeing the site and catching up on the local gossip. This can have a number of benefits; crew are generally happier when they get some time-off and you may pick up some salient pieces of information about the locality. There are also particular facilities which require a day or longer to utilize.

One of the most important uses of shoreleave is information gathering. The chance of finding useful information depends upon a number of factors.

Information you may discover: In addition, you could come across:

Cargo

A large part of a player's profit will come from trading.
Cargo in TEP is quantified by 2 statistics - volume and mass. Obviously you can only fit a certain volume of goods in your cargo bay but being heavily laden is going to reduce the acceleration of your ship.
Here follows a list of resources:
Illegal Goods in some systems

Launching and the Checklist

As fun as being in port is, soon the call of the void will lead any pilot worth his salt to get back into the cockpit and lift off. However, if this pilot has spent slightly too long/too much in the local bar a few minor details (like refulling) may have slipped his mind. Therefore, for such absent-minded pilots, TEP introduces the pre-liftoff checklist. This is optional!

This is an example list:
Commander Mystery
Takeoff Checklist for Endeavor (KB-711)

Status(required)        - Flags          Task
--------------------------------------------------
                
        ===General ship Status===
6 Present, ok (6 Present, ok)           Check Crew
Ok (Ok)                                 Check engines
Late (Ok)               - DANGER        Check maintenance

              ===Trade===

Yes (Yes/ignore)                        Check Local prices
No  (yes/ignore)        - REMINDER      Check remote prices

Done (as req'd/Ignore)                  Load cargo

VTOL 325 kN Ok (<475 kN Ok)             Check Takeoff weight
HTOL 325 kN Ok (<600 kN Ok)    

VTOL 405 kN Ok (<425 kN Ok)             Check Landing weight
HTOL 405 kN Ok (<550 kN Ok)

Not Req. [no]    (500m/ Not req.)       Runway @ Takeoff
Not req. [2500m] (700m/ Not req.)       Runway @ Landing


No (Yes/ignore)        - REMINDER       Checked missions?

           === Navigation ===

Earth,Sol (As req'd/ignore)            Set dest.
Ignore (As req'd/ignore)               Set Route.
2 t (15 t, Ok.)         - WARNING      Load Hyperspace fuel
Low (OK)                - DANGER       Check intrasystem Fuel       


None (Yes /none)                        Fines Paid?
No  (Yes)               - WARNING       Req. Launch permission?

           ==== Take Off =====

Landed (Take off)       -REMINDER       Take Off

          === Total Flags  ====

2 Flags set (none)      -DANGER         DANGER
2 Warnings   (none)     -WARNING        Warnings
3 Reminders   (none)    -REMINDER       Reminders      

The Flend
Last modified: Sun Oct 4 18:37:57 BST 1998