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Manual
Table Of Contents
The Road to Auraxis
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We still call ourselves human, but are we?
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1.
Leaving the Cradle
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Humanity struggled out of its birth cradle, painfully growing away from
Earth, before finally establishing colonies elsewhere in its solar system.
Some ultimately doomed attempts at limited long-range exploration via
generation ships occurred, but contact was lost long-ago with these ships and
no sign of their continued existence has ever been discovered, even from the
most powerful telescopes. The stars seemed to be denied to mankind. But then the first transitory "wormsigns" were discovered. These
quantum fluctuations seemed to always precede a momentary flaw or hole in the
regular material of space-time. These intermittent fluctuations turned out to
be fairly common (as space phenomena go) but existed only a few milliseconds
before collapsing again of their own accord, as if the universe was quick to
erase them as soon as they popped up. Eventually, enterprising scientists (under the constant scrutiny of
Republican Guardians) unlocked the secret of predicting when wormsigns would
occur. They set about trying to stabilize one of the "holes" and
discovered the means of pouring huge amounts of energy into the rift to
stabilize the hole and see what was beyond. What they found was that the
"holes" were actually the long-theorized wormholes and that an
object inserted into the rift would emerge safely on the other side, as if
stepping through a door. It was only a matter of time thereafter before wormhole
travel was possible. The Aukland Fluxfields were developed to stabilize the tunnel and keep it
from scrambling the minds of those that passed through. Humanity could
finally reach to the stars! However, the situation wasn't ideal. Wormholes can't be created...only
found. So countless wormholes are stabilized for every one that leads to
somewhere interesting or useful. Still...it was infinitely better than the
failed generation ships, and there were no other choices, so the wormhole
network was created, one stabilized rift at a time. The Republic dreaded unregulated expansion. A rush to the siren call of
Frontier would destabilize the millennium-long reign of the Republic, and
worse, give rise to the birth of governments that might one day struggle
against the Republic. So, they trickled colonies out and established them slowly, one per decade
or so, working to achieve a "perfect" expansion plan that resulted
in little or no potential for unrest. Over time, the colonies grew and so did the Republic. Until the fateful
day they opened the wormhole to Auraxis.
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2.
First Contact
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At first, everything seemed exceptional. There was actually a star system
at the other end of the wormhole, and better yet, there appeared to be at
least one habitable planet in the system. This was a spectacular find. At the
best, wormholes generally tend to just get you "in the
neighborhood" of where you'd want to go. Since space is so incredibly
vast, getting a wormhole exit so near a star system was definitely in the
realm of "needle in a haystack" and the scientists were overjoyed. When the first probes were sent, they found a completely habitable planet
with a vast ecosphere, but no life forms other than plant. No mammals,
reptiles, or insects...nothing. No strange new sentient life-forms. Not even
substantially-different microbes. Just plants. But that particular mystery was nothing compared to the gargantuan alien
structures on each of the planet's continents. The structures stood almost a half-kilometer in diameter and hundreds of
meters in height. Three titanic legs stretched up toward the sky, equidistant
around a giant platform in the center. A vast energy bubble stretched over it
all as if to protect the platform. And there were dozens of them spread
throughout the world. But aside from its scale and scope of the objects was the fact that they
were ALIEN. Humankind had never met anything but themselves in all of their
travels. A few hints of some possible civilization were found here and there
on other planets, but nothing substantial or accepted as proof. But here were
structures that definitely were not built by us. The Republic had all probes retracted immediately. Humanity was not
prepared for an encounter with an alien civilization and neither was their
society braced for the shock of Contact. But the Republic's leaders realized
that ignorance of a threat doesn't make it vanish. So they began sending in
long-range probes. And found nothing. The alien structures were still there and clearly powered...but they
didn't seem to do anything. The plants were there, and seemed to
thrive and grow...but that's all they did...and without any apparent
ecosystem to keep them alive. So, after a cautious period of time passed with nothing happening, the
Republic began sending probes closer toward the planet's magnetosphere. Then
into orbit. And finally, to the surface to take samples. And still...nothing happened. So, after determining there was nothing else on the planet even vaguely
threatening, they finally sent an automated probe through the force field of
one of those vast alien artifacts. It passed through intact, although it
reported that the energy screen was of an unknown type. It investigated the
giant stanchions around the platform and found them to be massive conduits
for some kind of energy. Since no visible energy sources were available, they
assumed the energy was generated on the site, or came from an underground
facility. Regardless, they eventually steered the probe up onto the central
platform. It approached a central beam of energy. It entered the beam. And disappeared. But a mere split-second later, it began broadcasting again...from a
different platform halfway around the world. It had moved across the world with no perceptible effects. No inertia, no heat, nothing. They began calling the devices Warpgates at that moment. They crowed to themselves
about how this technology would provide ways to fold space. How the Warpgates
must be able to create singularity wormholes where the entire travel distance
is one point, resulting in seeming teleportation. Their military minds fretted, meanwhile, about how badly outclassed they
would be if the missing aliens showed up in a fighting mood. If space
cruisers could be equipped with similar technology, they could be anywhere at
any time. There would be no defense against them. Humanity needed that technology or any encounter with Others would result in Humanity's
destruction or subjugation. Of course, they were wrong about everything concerning Auraxis (the name
they gave the planet), but they wouldn't know that for quite some time.
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3.
Quarantine and Colonization
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Nothing from Auraxis was ever allowed to come through the wormhole. That
included personnel sent to Auraxis for observation. Every single one of them
knew it was a one-way trip and that they'd live there forever. This wasn't
just paranoia they would bring something dangerous back, it also prevented
the knowledge gained there from entering society before the Republic had
prepared society to receive that knowledge. This was The Law. To enable that Quarantine to be airtight, a livable situation had to be
created around Auraxis. The Orbital Stations were set up at that time and
quarters were created for the scientists and military personnel there. Eventually, even an Expeditionary Force was assembled and sent down the
wormhole to occupy the Stations. While the Expeditionary Force continued to examine Auraxis, the wormhole
was intentionally collapsed to a micro-hole, set up so it could be collapsed
instantly if the panic button was pushed at any orbital station around
Auraxis. If scientists there started something horrible (like triggering some
long-automated defensive device or making contact with hostile aliens), then
they would be sealed away from Republic space. Microburst communication was
maintained through the reduced wormhole so the Republic could keep tabs on
its Expeditionary Force. Occasionally, the wormhole would be powered up to allow new supplies or
personnel to pass through to Auraxis after an "all clear" signal
was given from the Stations. It was exorbitantly expensive to operate this
way, but considering the consequences, the paranoia was considered justified. So a single continent was chosen as the first colonization target. The continent was christened Forseral, in part because of the abundance of
forests that grew there. Amazingly Earth-like, the continent was lush and
attractive to the colonists. The military began building several stronghold
buildings in case of any Contact, but the colonists stayed localized to a
small area at that time, since the majority of them were still up on the
orbital stations. The examination of the Warpgates was extremely slow. No further objects
were sent onto the platform for months as they tried to decipher the power
sources, to interpret the exposed technology, and to try to determine more
about the "warping" effect itself. Eventually, they finally started sending inert objects through the gates.
That's how they found out about the global lattice that connects the Warpgate
endpoints into a predicable pattern. Certain platforms were linked to other
platforms on different continents and islands and the Warpgate lattice seemed
to be a transportation device for moving around the world. Scientists debated endlessly about whether or not to send living creatures
through the Gates, but the subject became moot when a Drop Pilot took it upon
himself to see what would happen, grabbed a fast air fighter, and flew into a
Warpgate. Almost immediately, he came out at the regular end destination point. His
craft was completely intact, and he appeared to be also. His incredibly irrational and irresponsible act was punished severely, of
course. Despite the scientists' pleading to keep him alive so they could
examine him, the military courts were swift. For endangering all of Humanity
by potentially activating an alien device before Humanity was prepared for
the consequences, his sentence was death. They executed him that same day. It wasn't until a day later that an automated orbital satellite found a
lifesign in the center of a desert continent where no patrols or expeditions
were planned. An aircraft was sent to investigate and found the executed man
sitting beneath a palm tree waiting patiently to be rescued.
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4.
Everything Changes
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"First Contact" and "Immortality". See how simple they
are to say? Eight simple syllables...and yet they changed everything. The Republic had been around for more than a thousand years. It was the
single most durable government Humanity had ever known and looked to last at
least another thousand years. A representative government providing a stable
standard of living for all its people, stabilized by a ruthless control of
science and communication. Education was granted to all, but subjects
furthering science were only taught by the Republic behind closed doors to
students that passed specific aptitude tests. They were an elite caste that
could not, upon penalty of death, fraternize with non-scientists. Eventually, the Republic stabilized into continued, controlled growth
without the masses having the knowledge or desire to forment
revolution...ever. The Military existed to control the Scientists, and theoretically to quell
the masses of Humanity should they ever revolt...although that was unlikely. But then came Auraxis. The moment the Warpgate was found, all information about the Contact was
sealed away and became "eyes only" information. The masses never
found out that Auraxis had even been discovered. But on Auraxis, there were no masses. Just Military and Scientists. And
they talked...a lot. First Contact could mean so many things. It could be a wonderful time of
opportunity as we meet technologically superior beings that raise us up to
their level so they can have comrades in the universe. It could also result
in us being squashed like cockroaches for having the temerity of touching the
toys they left behind on Auraxis. Either result was just as likely as the
other. The trouble was...no one really agreed on what the correct approach was in
dealing with this threat. But also, no one was naove enough to ignore the fact that these aliens
might very well be "bug eyed monsters that eat children" who would
come back one day and destroy us. Therefore, Humanity must be
prepared...even if it was just so they could be embarrassed at assuming
danger when there was none later on. But no one agreed on the Solutions and
the arguments were moving scientists and soldiers into different camps of
thought. And now, after all that...we had discovered Immortality? The Republic killed that pilot six more times before they gave up and
realized he wasn't going to stay dead. Everytime they destroyed him (and the
last time, they blew him to pieces to ensure there wasn't enough left to
scoop together into a pile), he would just reappear on a Warpgate platform a
few seconds later, stressed that he had been killed again, but none the worse
for wear. They examined him with every instrument they had. They psychoanalyzed him,
made him take IQ tests, checked his DNA structure, watched his bio systems
carefully, even put him through emotional and physical stress tests to see
how he did. He did no better, and no worse, than he had done before being
repeatedly killed. For all intents and purposes, it was exactly as if he had never died. He seemed to even be aging normally. He didn't revive at some pre-saved
state of being. He revived each time exactly as he had been just before he
was killed, but completely healthy, rested, and without aches, pains or
hungers. He remembered every thing that happened to him, except for a small
period of time just before his death, when it seemed that the trauma of dying
blocked memory. Why did he come back? Careful measurements at the base of the platform when
he revived revealed that a small amount of energy was used at that time, but
it was similar to the amount of energy used when an object was Gated through
from one continent to the other. So what was going on? Experiments with all sorts of domesticated and undomesticated animals
never resulted in a "revival". Non-sentient life forms seemed to
just stay dead. So eventually, a thought-crimer was selected and killed. And
he stayed dead. The obvious assumption was that the pilot's passage through the warpgate
had somehow attuned him to some planetary immortality scheme. So once again,
they shoved all sorts of animals through the gates, killing them on the other
side. They all died and stayed dead. Finally, they picked another thought-crimer (there seemed to be more of
them every day as the alien Contact discussions caused tempers to flare), and
made him step through the gate. Then they executed him on the other platform.
Moments later, he broadcast to them that he found himself in the center of a
swampish area. He had been revived and "warped" to another
location. Eventually, the Warpgates were just too attractive of an option. Even the
Republic sanctioned their use, since none of those people were ever coming
back through the wormhole anyway. They considered it a "test on a massive scale". The test was successful. The gates became highways for travel around the
world, and all those that went through them became free of the worry of
death. The military minds dreamed of unbeatable armies and scientists began
to realize that a "life's work" might be only one of many projects
and their minds soared. Pre-fab facilities sprang up around the globe as
Humanity devised ways of "shunting" the warpgate energy to directed
nodes at those facilities, allowing "revivals" to occur at the
facilities.
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1.
Getting Started
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The Getting Started section covers PlanetSide installation, account creation and Launchpad options. - Place CD in CD-Rom. The PlanetSide installation menu should automatically launch. Select INSTALL and follow the onscreen instructions.
- If the installation menu does not appear, double click on the My Computer icon to browse to your CD-Rom drive and double-click on Setup.exe.
- Windows 2000/XP users must be logged in as the system administrator to install the software.
- PlanetSide requires DirectX 8.0. If the installer detects that you don't have DirectX 8.0 installed on your computer, it can automatically install the update for you.
- Before running the game, you may need to update your video card and sound card drivers to the most recently released versions. Visit the manufacturers' Web sites to find the proper downloads.
- There is a readme file in the PlanetSide directory (default C:\Program Files\Sony\PlanetSide) that contains updated information about the game. You are highly encouraged to read this file as it contains any changes to PlanetSide after the manual was written.
System requirements may change over time, and you may need to upgrade your current system (or obtain a new system) to play the Game.
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1.1.
Welcome to PlanetSide
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Double-click on the PlanetSide icon or select PlanetSide Launcher from
Start ->Programs ->PlanetSide. You will be presented with the license agreement for PlanetSide.
Please read it to understand the terms of use and click "I agree."
Following this you will be presented with the Login Screen.
See the section below for more information about the Login Screen. Your Station Username is used to manage any subscriptions
to the various products that Sony Online Entertainment offers, such as PlanetSide or EverQuest. If
you already have a Station Username, click Continue. If you
don't, you must click Register at this time to create one.
Your account may be accessed at any time by visiting the web at http://www.station.sony.com and clicking the My
Account link in the upper right. - Register
- For new Station members
who need to create a Station Username
- Continue
- For those that
already have a Station Username
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1.2.
Station Registration
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Enter your information in the appropriate fields. Note that your Station
Username has nothing to do with the name that you wish to give to
your character in PlanetSide. The Station Username is only used to manage
your Station Account. When creating a new account, choose a password that NO ONE will know.
Account security is the responsibility of the account holder. Please note that PlanetSide accounts are not to be shared. Each family
member is to have their own account. The exception to this is that a parent
may purchase an account for a child's use (age 13 or older), in which case
the parent may not use that account. Please refer to the End
User License Agreement (EULA)
for a detailed description of policies regarding account sharing.
Please be sure to let us know if your email address changes in the future by
changing your account information at http://www.station.sony.com.
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1.3.
Enter Account Key and Subscription Info
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When you log into PlanetSide for the very first time, you will be prompted
to enter the Account Key that is printed on the CD sleeve. After successfully entering the Account Key, you will then be presented
with the various subscription methods that you may use to play PlanetSide. PlanetSide requires a monthly fee to play, so you will need to enter a valid
credit card number or use a prepaid Game Card to play PlanetSide. After any
initial subscription period included with the game, your credit card will be
charged or your Game Card debited following the end of this period. *Screenshots depicted in this manual may vary from the actual in-game
screens. Please review the readme file in the PlanetSide directory for
updated information.
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1.4.
Login Screen
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Station Username: Enter your Station Username. Station
Usernames are used to manage your subscriptions to the other various products
Sony Online Entertainment offers, such as PlanetSide or EverQuest. If you do
not yet have a UserName, see the New Account button below. Station Password: Enter your Station Password here. News: You can find the latest news about PlanetSide by
clicking this button. My Account: This is where you can manage your Station
Username account. New Account: Used to create a new Station Username and
register your PlanetSide if you have not already done so. Sign-in: Click this or hit Enter after entering your
Station UserName and Password to continue the login process.
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1.5.
Auto Patch Screen
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This screen will contain many of the same options as the Login
Screen, with extra options available only after you have signed
in.  News: You can find the latest news about PlanetSide by
clicking this button. Chat: Chat with other players in the Official PlanetSide
IRC channel. My Account: This is where you can manage your Station
Username account. Edit Subscription: Used to manage your Subscription and
payment methods for PlanetSide. Quick Planet(Server)Select pulldown: Use this to
quickly access any server (World) that you may already have characters on.
Then use the Quick Character select pull-down menu (described below) to
quickly access a particular character from the selected server*. Quick Character Select pulldown*: Use this to
quick-launch the game with the selected character. Play button: Click this after auto patch procedure
finishes to launch the game. Training button: Clicking this will start the offline
training portions of PlanetSide. These modules will teach you much of the
knowledge you'll need in order to be successful in the game. Note that that the first time you connect to the game, you will not be
able to use either of the Quick Launch Pull Down menus because you haven't
created a character yet.
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2.
New Player Guide
2.1.
World Select
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When you first create a character in PlanetSide, you will need to select a
server to play on. Each server holds its own copy of the PlanetSide
gameworld. When you create a character, it will only be playable on the
server it was created.  The Server List will contain information to help you select the best
server for you to play on. Server List: Displays the names of the PlanetSide
servers. Location: Lists the general geographic location of each
server. Currently, there are servers in the East and West of the United States and in Europe. Status: Occasionally, Servers may be unavailable, due to
patching or other maintenance. Status will tell you if it is available. Ping: Displays the time it takes for a packet of information to travel from the
server to you and back again. A lower number is better. This is
influenced by many factors including your connection to the Internet, your
ISP, etc. Empire Needed: If a certain Empire could use your help on
this server, their logo will be here. Below the Server List, is a news pane that is updated periodically with
information on new features and happenings in PlanetSide. After you've selected a server to play on, click the Play Button on the bottom right of the screen to continue. If you do not already have a
character on the selected server, you will be taken to the Character
Creation process. Otherwise, you will be taken to your Character
Select screen. 
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2.2.
Character Creation
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 You may create up to eight characters on each PlanetSide server. You will first need to choose the Empire that your character serves. You
may have characters from two of the three available Empires on each server.
Choose your Empire by clicking on its logo. The New Conglomerate's
equipment generally delivers the most punch, in a single but slower firing
shot. For example, the Vanguard assault tank packs the largest cannon
available but has the slowest rate of fire. Further illustrating the
NC's focus on pure punch is their Jackhammer, a Tri-Barreled Auto shotgun
that can tear up enemy soldiers and vehicles at short range but quickly loses
effectiveness over greater distances. - Colors: Blue and Gold
- Medium
Assault: Gauss
- Heavy
Assault: Jackhammer
- Anti-Vehicular
Assault: Phoenix
- Anti-Infantry
MAX: Scattercannon
- Anti-Vehicular
MAX: Falcon
- Anti-Aircraft
MAX: Sparrow
- Heavy Assault
Buggy: Enforcer
- Heavy Assault
Tank: Vanguard
Click
here to learn more about the New Conglomerate Though usually not as
powerful as NC equipment in a shot-for-shot basis, the Terran Republic's
equipment exemplifies the "more is better" attitude, specifically
more lead. Their weapons generally have the fastes Rate of Fire, is
demonstrated in their Medium Assault weapon, the Cycler, and their Heavy
Assault Weapon, the Chaingun. Furthermore, their vehicles, the Marauder
(Heavy Assault Buggy) and the Prowler (Heavy Assault Tank) can carry two
independent gunners, as opposed to the equivalent Vanu Sovereignty or New
Conglomerate vehicles that only have one gunner. - Colors: Black and Red
- Medium
Assault: Cycler
- Heavy
Assault: Mini-Chaingun
- Anti-Vehicular
Assault: Striker
- Anti-Infantry
MAX: Pounder
- Anti-Vehicular
MAX: Dual Cycler
- Anti-Aircraft
MAX: Burster
- Heavy Assault
Buggy: Marauder
- Heavy Assault
Tank: Prowler
Click
here to learn more about the Terran Republic. Flexibility and
mobility define the Vanu Sovereignty. While their equipment lacks the sheer
power or rate of fire that their enemies enjoy, their weapons' built-in Armor
Piercing mode gives them combat versatility that can't be matched. Likewise,
though their vehicles may not have quite the top speed of other vehicles, the
ability to hover across water allows them to strike from unexpected angles
and thus shift the tide of battle easier than a conventional attack upon an
entrenched opponent. - Colors: Purple and Teal
- Medium
Assault: Pulsar
- Heavy
Assault: Lasher
- Anti-Vehicular
Assault: Lancer
- Anti-Infantry
MAX: Quasar
- Anti-Vehicular
MAX: Comet
- Anti-Aircraft
MAX: Starfire
- Heavy Assault
Buggy: Thresher
- Heavy Assault
Tank: Magrider
Click here
to learn more about the Vanu Sovereignty. After
you have selected your Empire, you may begin creating your character. Each
character has several options for customization. You will first want to choose a name for your character. Names may be any
combination of letters or numbers up to 31 characters long. Each character's
name must be unique on that server. No spaces or extended ASCII characters
are permitted, however. Next, select your character's gender and face. The faces shown are only a
small sample of the many faces and variants available in PlanetSide. Finally, select your characters voice. This is what your character will
sound like when sending Voice Macros. Clicking on each button will play a sample
of that voice scheme.  After you have created your character, the character selection screen will
show. Select your character and click "Play." You will be given
your choice of where you first want to appear in the world. Sanctuary is your
Empire's home continent, where you will be safe from the enemy while you
select your certifications and gather your equipment. Choosing Instant Action
will take you to a randomly selected region where your Empire is involved in
heavy combat. New players are best off selecting Sanctuary, so they can
select their Certifications and try out various weapons in the Virtual
Reality Training Room.
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2.3.
Character Creation
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Name: Names may be any combination of Letters &
Numbers up to 31 characters long. No spaces or extended ASCII
characters are permitted, however. Male/Female: Sets the gender of your character. This
option only affects face and voice selection. There are no
gameplay differences between male and female characters. Character Face Selection: Choose from the pool of
available faces for your character. Character Voice Selection: Choose the voice
your character will use when using Voice Macros. See the Voice
Macro Appendix for more information about this. Options Button: Click this button to access Game Options.
Back Button: Goes to Empire
Select screen (if no characters have been created) or Character
Select screen (if one or more characters already exist) Next Button: After you're satisfied with the choices for
your character, hit this button to register your character with the server. After your character is registered with the server, you will have the choice
to either enter the game at your Sanctuary, a safe haven for
your empire, or you can choose to enter the game via the Instant
Action mode. For all but the most experienced First Person
Shooter fans, it is recommended that they choose to start at the
Sanctuary. Though PlanetSide may share many similarities with
other action games, there are just as many dissimilar traits that should
be learned before attempting to conquer the planet of Auraxis. Choosing to start at the Sanctuary will give you the chance to familiarize
yourself with some basic yet critical information such as movement controls
and recognition of friendly forces. In addition you will be able to
enter the Virtual Training Zones to learn about the many types of equipment
such as the different weapons, support equipment, armor, and vehicles
that can be acquired in the game. Additionally you'll be able to choose
some of your starting Certifications to help begin your career as a soldier
for your Empire. By choosing Instant Action, however, you'll start at a location near a Hotspot.
Hotspots are locations where your empire has detected combat to have occurred
very recently. Depending on the location of the Hotspot, you may spawn
at a friendly Tower or Facility. Note that you will not be able to
choose which Hotspot you wish to be near as your empire will have prioritized
this already. Additionally if you spawn at a tower you will likely not
have the chance to equip yourself to your satisfaction and nor will you have
the chance to spend any certification points unless you are near a friendly
controlled Bio Lab. That said, choosing Instant Action is a quick and
easy way to get into the thick of battle. If you do find the action too intense, you can always choose to go back to
your Sanctuary by either choosing to respawn at it when you die, or by
hitting ESC and choosing the Recall to Sanctuary option. See the next
section for more information regarding this menu.
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2.4.
Interface Basics
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ESC Menu Options  Hitting the ESC key brings up this menu. Below are the options
available from it. - Recall to
Sanctuary: Choosing this option will take your character back to
the Sanctuary. This is useful if you find yourself far from
friendly forces or just wish for a quick trip back home.
- Video
Options: Allows you to adjust your Video settings. These
changes will be reflected the next time you start PlanetSide
- Audio Options: Allows you to adjust your Audio settings.
- KeyMappings: Allows you to change your control scheme.
- Instant
Action: When selecting this item, your character will be
deployed to a location near a Hotspot.
Mouse Mode via Tab Key (default) Many times in PlanetSide your Mouse Pointer will become activated
automatically when necessary (e.g. accessing a terminal) so that you can
easily select and move items. You can, however, manually toggle Mouse
Mode by hitting the Tab key on your Keyboard. Note that while in Mouse
Mode, moving your Mouse will move your Mouse Pointer, not your character's
view. Mouse Rollover Tips By briefly hovering your Mouse Pointer over interface buttons you'll receive
Mouse Rollover Tips that describe the button's function. '?', 'X'
Oftentimes the title bar of
pop-up windows will have a '?' and an 'X' in the upper left and right
corners. Clicking on the '?' with the Left Mouse button will bring up
text help about the window (as well as granting you access to the Overview
Help feature) and left clicking on the 'X' will close the window. PlanetSide Logo
There
are many objects of interest that your character may interact with. To
help acquaint you with objects that are new to your character, you will see
the PlanetSide logo floating above it. By approaching the object you
will receive a pop-up text box informing you of the object and its function
in PlanetSide. Action Key You may access objects in PlanetSide by hitting the Action Key which is the
'G' key by default. This will allow your character to access terminals,
board vehicles, and perform other important tasks. Chat By default, the Enter key will open up the Chat bar and enable you to compose
a message. Hitting Enter once more will send the message out on the
particular Chat Channel you've selected. Soldier Management Bar
 - Inventory
Button ('I' by default)
 - Used to access
your current inventory
- Character
Button ('O' by default)
 - Used to View your
current statistics or Implants
- Squad Button ('P' by default)
 - Provides Squad
Information and other group functions such as Friends List or Player
Finding
- Map ('M' by default)
 - Accessed via the
Map Button or 'M' key (default) to open or close the Map Screen.
An incredibly useful reference tool. See the Map Appendix for
more information about the Map Screen and its functions.
- Vehicle Pane ('Y' by default)
- Used to Control
Access Settings or manage who is allowed in your vehicle
- Outfit Pane ('U' by default)
- Used to form an
outfit or perform management functions
Grief System Feedback From time to time you may see your Empire's logo with a number next to it pop
up. This is to inform you that you've just caused damage to a friendly
soldier or object. As you accumulate points you will receive
progressively harsher punishments from simple warnings to equipment failure
or worse. Grief points will automatically dissipate over time
though. See
the Grief System section for more information.
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2.5.
Game Objectives
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PlanetSide is a first person action game in which three
empires are fighting for control over 10 Battle Continents. These
continents range in climate from lush temperate to arid desert and from
frigid arctic to blazing volcanic. In addition, each empire has its own Sanctuary and Main Base where their soldiers can plan, regroup and
reequip if necessary. Your goal as a soldier is to help conquer and control
the Battle Continents for your empire. Each
Battle Continent has several facilities that can be captured and controlled.
Capturing a base requires hacking into the Control Console with a Remote Electronics Kit (REK). This initiates a
countdown sequence that if successfully completed, aligns the base to the
empire the hacker belongs to. After a Control Console has been hacked, but before it transfers
control over to the new Empire, the Empire that used to control the facility
loses all of the above abilities as the facility becomes inactive during that
time. Note that if someone from the facility's controlling Empire manages
to hack into the Control Console before the countdown sequence has finished,
that Empire will immediately resecure their control of the facility. For a facility to be successfully captured, the Facility's Silo must NOT
be devoid of NTU's at the end of the 15-minute Hack period, otherwise the
capture process will fail. See the sub-section on Resources for more information about this. Once the base successfully transfers allegiance, the base is now
controlled by that empire and all benefits it provides are now available to
the controlling empire. See the sub-section on Facility
Features for more information about these benefits. Facilities must be captured in the order mandated by the Continental
Lattice. The Lattice is a network of interconnections between bases,
linking their benefits to each other and dictating the facilities that are
available for capture by each Empire. - In order to capture
a facility, an Empire must control a base that is directly linked to it.
- If an Empire does
not control any facilities on a continent, and thus has no links, it
must control a facility linked to one of the warpgates that connects
from another continent.
- The first base
linked to an Empire's Sanctuary warpgate may always be hacked and
captured by that Empire.
- For facilities to
share benefits, they must be linked on the Lattice. If a facility's
links to the rest of those on the Lattice is severed, they will not
share benefits.
- If a facility is hacked,
the controlling Empire may not hack enemy bases linked to it until they
have secured their own facility.
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2.6.
Facility Features
|
Successfully capturing a facility will give you access to its equipment and
the benefits that those offer. Certain doors will now remain locked to
opponents unless they manage to unlock it with a REK. In addition, friendly
soldiers may: - Use the facility's Respawn
Tubes to reappear there if they are killed.
- Access Equipment
Terminals for Weapons, Armor, & other miscellaneous
equipment.
- Utilize Vehicle
Terminals to create ground or air vehicles if available.
- Heal themselves at Medical
Terminals.
 - Hop into a Wall
Turret and blast away at opponents or let it defend your
facility in automated mode.
Extending beyond the defensive walls of each facility is an invisible Sphere
of Influence (SOI). This SOI powers certain types of
deployable objects that defenders may place to aid them against
enemies. The SOI also prevents the High Altitude Rapid
Transport (HART) Shuttle from deploying drop pods within it. (SOI's
are visible on the map interface for ease of reference.) Each facility provides its own unique set of benefits to the side that can
maintain control over it. These benefits are shared among facilities on
the same continent when connected to each other through the Continental
Lattice. Facilities do not need to be directly linked in order to shared
benefits, so benefits will be shared as long as there is an unbroken chain of
Lattice Links between the facilities. On the continental map, icons over each
facility will represent the benefits that it can access. - AMP Station
(Shielded Vehicle icon): Charges the shield generators of
vehicles while they are in a friendly Sphere of Influence.
- Bio-Lab (Respawn
Tube icon): Reduces respawn times at friendly linked facilities.
- Dropship Center (Wrench Icon): Enables Vehicle Repair and Rearm Stations.
- Interlink Facility
(RADAR Display icon): Enhanced RADAR abilities.
- Technology Plant
(Tank icon): Provides Access to Advanced Assault vehicles - Reaver,
Medium Assault Buggy, Medium Tank and Sunderer.
BENEFIT DESCRIPTIONS Shield Generators: Each vehicle has a shield generator installed in
it. When they enter an Amp Station's SOI or the SOI of a facility linked to
an Amp Station, the shield will begin charging to its maximum strength, which
is a percentage of the vehicle's base armor. After the shield takes damage,
it can recharge again if it is within a friendly SOI though any armor damage
done to the vehicle will remain until it is repaired by an Engineer or at a
Repair Panel. If a driver takes a shielded vehicle outside of the friendly
SOI, the shield will remain, though it will not recharge if it takes any
damage until the driver returned to an Amp Station's SOI or any SOI linked to
an Amp Station. Vehicle Repair and Rearm Stations: Rearm and Repair pads provide a
quick and easy way for vehicles to repair damage and to replenish their
ammunition supplies. Each facility is equipped with a several aircraft landing
pads and ground panels that will perform these functions. When a player is in
control of a vehicle, they can approach either the pad or panel, depending on
whether they are controlling an aircraft or a ground vehicle, and remain
stationary to begin the repair process. Aircraft do not need to land on the
pad, but they must remain near the pad to be repaired. Similarly, ground
vehicles will be repaired automatically if they remain stationary near the
Repair and Rearm Panel. Multiple vehicles can be use the pads or panels at
once. To replenish a vehicle's ammunition, the player in control of the vehicle
must be stationary near the repair pad or panel and will get a message that
they may hit the "G" key to access the vehicle inventory menu.
Players may store inventory loadouts in a favorites menu for quick access,
similar to the Favorites Menu of an Equipment Terminal. Enhanced RADAR Abilities: Facilities linked to an Interlink
Facility will gain certain enhancements to their RADAR systems. All enemy vehicles
will appear on RADAR, except for cloaked vehicles moving at 50% throttle or
less and deployed Advanced Mobile Stations. All running enemy infantry,
including cloaked Infiltrators, will appear on the RADAR. Enemy infantry,
including cloaked Infiltrators, will appear on RADAR if they are within a
Spitfire Turret or Motion Sensor's detection radius, regardless of whether
they are moving or not.
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2.7.
Resources
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The Facility's Power
Generator is the heart of any facility's operations. In order for any
Facility Features to function, the Power Generator must be fully functional.
Since it is a common tactic for enemies to try and destroy the Generator when
they are invading a base, all friendly soldiers inside of the facility's SOI
will receive a warning whenever the generator is under attack. When a
generator is first destroyed, players would be wise to exit the generator
room quickly, as it will explode. The generator will begin to automatically
repair itself, but this is a slow process that consumes base resources. Operational Facilities will consume resources known as Nanite
Technology Units (NTU's). Facilities will consume NTU's whenever
they are required to automatically repair damaged to damaged equipment, such
as Vehicle Terminals, Phalanx Wall Turrets and the Facility Power Generator. The NTU Silo, located within the courtyard of the facility shows how much
NTU's are left. If a facility ever runs out of NTU's, the facility will turn neutral. As
mentioned previously above, if the Silo within a Facility is empty, any
Capture Process WILL fail unless the Silo is resupplied before the 15-minute
Capture Process is complete. You can resupply Facilities by
using an Advanced Nanite Transport (ANT) to gather some of
the energy at Warp Gates. The ANT can then haul the harnessed energy to
Facilities where it will be can be reprocessed into NTU's for the Facility to
use. Once you purchase ANY vehicle
Certification, you will then also be certified to purchase and drive the ANT. You can obtain ANTs at any Ground Vehicle
Terminal, including those at your Sanctuary. Filling up an ANT with Warp energy requires you to drive to a Warp Gate
and deploy the ANT within the Warp Gate bubble. Once the ANT is filled, it
will automatically undeploy. Simply drive the ANT near a Silo and deploy it. The Warp energy will
then be transferred into the Silo for the Facility to process into NTU's.
Note that you can resupply Friendly or Neutral Facilities but not Enemy
controlled ones.
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2.8.
Recap
- The objective of your
empire is to capture and control as many facilities as it can across the
ten Battle Continents.
- Hacking into the
Control Console is how a facility changes hands from one empire to
another.
- Hacking into a
Control Console begins the transference process of the facility.
- Hacking requires a
Remote Electronics Kit (REK).
- Facilities impart a
variety of benefits to the side that control them.
- Each empire has a
Sanctuary that is a safe haven from enemies.
- As facilities
operate, they consume resources in the form of Nanite Technology Units
(NTUs).
- The NTU silo next to
the building shows the current amount of NTUs the facility has at its
disposal.
- If the NTU level at
a facility drops to zero, the facility will turn neutral, negating any
ownership aspect.
- Advanced Nanite
Transport (ANT)vehicles can be used to resupply facilities.
- Certification for
ANTs is automatically granted once any other vehicle certification is
chosen.
- ANTs harness the
energy of Warp Gates once they are deployed within the dome of a Warp
Gate.
- To resupply a
facility NTU Silo, deploy a charged ANT nearby in the courtyard.
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3.
Gameplay
3.1.
Experience Points
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Experience points can be earned via Battle Experience or Command
Experience.
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3.2.
Battle Experience Points (BEPs)
|
Capturing bases, killing enemies, & destroying their equipment will give your character Battle Experience Points (BEP). As you accumulate these BEPs your character will go up in Battle Rank. As your character goes up in Battle Rank, you will earn Certification Points and Implant Slots. - Certification points can be spent at Certification Terminals at the Sanctuary or at friendly Bio Labs to unlock access to various types of equipment, such as the Medical Applicator which allows you to heal injuries you or your friends may have suffered. Certifications also unlock access to vehicles such as the Basilisk or AMS (Advanced Mobile Station).
 - By spending your Certification points, this is how you will begin to specialize your character. You could choose to go Heavy Assault and grab the tougher armors and bigger guns but then you might be dependent upon getting transported to the battle by others that have chosen to specialize in Piloting Vehicles. Or you could choose to be an Advanced Combat Medic with the ability to revive fallen comrades on the field or an Advanced Hacker with the ability to quickly hack your way into an enemy base. Or perhaps a smattering of all of the above? In any case, the choices you make are not permanent as you may unlearn certifications and choose others in their place via the "Unlearn" feature in the certification terminal.
- Implant Slots are where cybernetic devices known as Implants are surgically implanted within your character. These devices can endow you with super human abilities such as Surge, which allows for a brief but explosive burst of running speed or the Personal Shield implant, which when activated gives your character a temporary force field to protect them from damage. Your character can earn up to a maximum amount of three Implant Slots but beware, Implants when activated, can quickly use up your stamina leaving you drained and unable to run. Implants may be installed via Implant Terminals at the Sanctuary or friendly Bio Labs on any of the Battle Continents.
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3.3.
Command Experience Points (CEPs)
|
Successfully capturing a facility earns a Squad Leader Command Experience
Points (CEPs) instead of Battle Experience Points. As a
character accumulates CEPs, they earn Command Ranks which, in turn, earn the
character certain Command Benefits such as the ability to communicate on
higher levels of Command Chat or the ability to lay waypoints for his squad
in order to highlight areas of interest.
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3.4.
Cone of Fire Combat System
|
 PlanetSide uses a Cone of Fire (COF) system where a cone is projected out of your view with the 'tip' of the cone facing you. Thus from your perspective, the Cone resembles a Circle because you're seeing it from that tapered end-point of the cone. This circle is where your shots will fall. Thus the bigger the cone, the bigger the circle and the more weapon divergence there will be. Factors that affect the size of the Cone (and thus accuracy), include: - Mobility (as moving faster makes you more inaccurate)
- Being hit or taking damage (also decreases accuracy)
- Weapon recoil and base weapon accuracy (COF is affected as some weapons are inherently more accurate or inaccurate than others)
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3.5.
Boarding Vehicles
|
To Pilot a Vehicle, you first must have the required Certification for it. Without the proper Certification you may only be a passenger if an open spot exists. Sprinkled around friendly vehicles will be Boarding circles that designate the position in the Vehicle. | Pilot positions use a circle that resembles a steering wheel. | | Passenger positions use a circle that resembles a Seat. | | Gunner positions use a circle that resembles a Gun. | You can board a Vehicle by approaching the Boarding Circle and hitting your Action Key ("G" by default). Note that certain positions have restrictions on the types of Armor that may board it. MAX armors most notably are restricted to particular spots on the Galaxy (DropShip) & Sunder (APC) and that players in Reinforced Armor can not pilot Vehicles that have enclosed Cockpits such as Tanks or the more heavily armored Aircraft.
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3.6.
Friend Or Foe Recognition
|
Your HUD will aid you in determining between friendly or
enemy forces by using a color scheme above the soldiers in your view.
Friendly forces will have their names in gold or green. Gold names are used
for the members of your squad whereas green names are used for friendly
soldiers that are not in your squad. Red names, however, are used for
soldiers that belong to opposing empires.
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3.7.
Hacking Terminals
|
As a defensive measure, enemy bases will have many of their doors locked to prevent intruders from casually strolling in and shooting up the place. You can tell which doors have Friend or Foe identification on them if you see a Door Terminal on the door frame. To bypass locked doors they must be hacked via a Remote Electronics Kit (REK), the same item that is used to hack a Control Console. Equip a REK then aim at the Door Terminal and click the left mouse button until the hacking process begins. You do not need to keep the mouse button held down, but if you perform any other activity, you will break the hack and need to start over. The door will no longer distinguish between Friend or Foe and will now open for anyone for a period of time.
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3.8.
Grief System
|
PlanetSide allows for friendly fire. However, to prevent players from
abusing their teammates with friendly fire, there is a Grief System in place
that tracks the amount of damage inflicted on a friendly player or object. As Grief Points are accumulated a range of warnings and penalties will be
issues. Players who accumulate too much grief will lose the ability to fire
weapons or drive vehicles at top speeds. Grief points dissipate over time, to
allow for the inevitability of some friendly fire on the battlefield.
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3.9.
Squads
- Squads in PlanetSide are groups of up to 10 players working as a unit toward a common goal such as capturing a facility, defending a facility, or perhaps just doing general harassment to the enemy. Some of the benefits of being in a Squad are that not only do you have more firepower on your side and better communication but most importantly you have teammates who are specialized in their abilities and are thus able to perform critical tasks far more efficiently than a jack-of-all-trades player would.
- Additionally when a member of a Squad earns experience, other members nearby also earn the same amount. A 20% bonus is also added to each share of the experience by being part of a Squad.
- Squads are formed by opening up the chat bar and hitting Enter (default) then typing, /invite NAME, then hitting Enter once again. This will send an invitation to the player to join your squad if they aren't part of one already.
- Another method of inviting people into your squad is by approaching and targeting the player and then hitting your Action Key (G by default). Then follow the on screen prompt to send an invitation to them.
- Players can accept an invitation to join a squad by using the mouse and clicking on the pop-up window or by typing /yes.
 Note that when you join or create a squad, you will see the members of it listed at the top. This list will show you the number assigned to the Squad Member in addition to their Health. The numbers assigned to the squad members will also be the same numbers seen on your Proximity map and your map screen. These are extremely useful for finding out where members of your squad are.
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3.10.
Platoons
- A Platoon is the
union of three different Squads that join together for more extensive
team operations.
- Platoons are formed
by opening up the chat bar and hitting Enter (default) then typing,
/pinvite <Squad Leader's name>, then hitting Enter once again.
This will send an invitation to the player to join your Platoon if they
aren't part of one already.
- Another method of
inviting people into your Squad is by approaching and targeting the
Squad Leader and then hitting your Action Key (G by default). Then
follow the on screen prompt to send an invitation to them.
- A Squad Leader can
accept or decline an invitation to join a Squad by using the mouse and
clicking on "Yes" or "No" the pop-up window or by
typing /paccept to accept the invitation or /pdecline to decline it.
- Once a Platoon has
been formed, the Squad Leader who invited the other into the Platoon
becomes the Platoon Leader. The Platoon Leader may invite one more Squad
Leader to join.
- Platoon members will
join a new chat channel called Platoon chat. They can chat on this
channel by starting their messages with the /p command.
- The Platoon
Squad Leaders also get a chat channel and may chat among themselves
by starting their messages with /pl command.
- Squads within the
Platoon will be designated as the Primary, Secondary and Tertiary Squad.
Each wing will be marked with a different color for names and map
positions. Chat colors will also be color-coded to indicate which wing a
speaker is in.
- Primary
Squad: Gold
- Secondary
Squad: Indigo
- Tertiary
Squad: Orange
- Secondary and
Tertiary Squads are designated as such for organizational purposes.
Aside from the Promotion rules listed below, there is no difference in
ability between them.
- A Squad Leader may
leave a Platoon by typing /pleave. All Platoon members will receive a
message to alert them that the Squad has left.
- A Platoon Leader may
remove a Squad from the Platoon by typing /pkick <Squad Leader's
name>, All members of the Platoon will be notified that the Squad has
been removed.
- A Platoon Leader may
disband their Platoon by typing /pdisband.
- Only the Platoon
Leader may draw battle plans, assuming the Platoon Leader is of a high
enough Command Rank to use this ability.
- All Squad Leaders
within the Platoon may place Waypoints if they are Command Rank 1 or
higher.
- Waypoints will be
color-coded to indicated which Squad placed which.
- Experience will continue
to be divided between members of each Squad, but not across the Platoon.
- If a Platoon Leader
leaves, the next person in their Squad will assume Leadership. If there
is only one person in the Primary Squad when the Platoon Leader leaves,
that Squad will be disbanded and the Secondary Squad will assume the
Primary slot (see below for more details).
- If the Leader of any
other Squad leaves, standard Squad Promotion will be in effect.
- If the Platoon
Leader's Squad leaves the Platoon, the Secondary Squad will be promoted
to the Primary slot and that Squad's Leader will become the Platoon
Leader. If there is only one Squad left after the Primary Squad leaves,
the Platoon will be disbanded.
- If the Secondary
Squad leaves the Platoon, the Tertiary Squad will not be promoted. Any
Squad invited to the Platoon after the Secondary has left will become
the Secondary Squad.
- All members of the
Platoon will be notified that the Platoon has been disbanded under any
circumstance. The individual Squads that make up the Platoon will remain
intact as long as they have two or more members.
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3.11.
Outfits
- An Outfit in
PlanetSide is a collection of players that exists even after the players
have logged out of the game. Forming an Outfit requires the formation
of a 10-player Squad where each player does not already belong to an
Outfit. The Squad Leader clicks on the Outfit Button
and everyone else is then presented with
a dialog box asking them if they want to join the Outfit. If they
all say yes, then the Outfit is formed and the Squad Leader, who is now
also the Outfit leader may choose an Outfit Logo that will now appear on
the armor and vehicles of members in the Outfit. - Joining an Outfit is
advantageous because it will make finding and forming Squads easier and
additionally add organization to multi-Squad strikes against facilities
or even against entire continents!
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3.12.
Continental Dominion
|
Each continent has a Capitol base. Each Capitol has four Sub-Capitols. The
Sub-Capitols are connected to the Capitol via special lattice links. (Those
links show up on the overhead map in green.) Solsar: Thoth (Hapi, Mont, Sobek, Amun) Hossin: Voltan (Acan, Ixtab, Bitol, Naum) Cyssor: Gunuku (Faro, Honsi, Kaang, Itan) Ishundar: Enkidu (Akkan, Hanish, Irkalla, Neti) Forseral: Neit (Ogma, Pwyll, Gwydion, Caer) Ceryshen: Anguta (Sedna, Nerrivik, Akna, Tootega) Esamir: Eisa (Jarl, Ymir, Freyr, Mani) Oshur: Hvar (Rashnu, Atar, Yazata, Izha) Searhus: Oro (Ngaru, Pele, Akua, Matagi) Amerish: Verica (Cetan, Mekala, Sungrey, Qumu) Each Capitol has a Force Dome over it that protects it from all enemy
intrusion. The Force Dome can only be taken down by ensuring that current
Capitol owners own less than two of the Sub-Capitols. Once that occurs, the
Dome goes down and your attack can begin. (When the Dome goes down, all the
Sub-Capitol to Capitol lattice links (on the overhead map) will begin
strobing to alert you to that fact.) Warning! If the Dome goes back up (in other words, if the Defenders
recapture at least two Sub-Capitols), then the Force Dome goes back up again
also...and any attackers caught inside are instantly destroyed! So,
attackers...you'll need to defend the Sub-Caps as well as attack the Capitol. The Capitol's generator and hack status have NOTHING to do with whether
the Force Dome stays up or down. Only the ownership status of the
Sub-Capitols counts in that respect. (Capitol generators affect facility equipment,
as normal. The Capitols' control console affects only the hack status of the
Capitol...which is independent of the Force Dome status.) The Capitol's Control Console cannot be hacked UNLESS an opposing Empire
owns two of the Sub-Capitols for that Capitol and the Dome is down. Details and Examples: a) It is possible for two Empires to be attacking the same Capitol at the
same time. For example: The TR are defending. The NC capture two Sub-Caps.
The VS capture the other two. Now the Force Dome is down (because the
defenders don't own at least two of the Sub-Caps) and both the NC and VS have
"rights" to hack the Capitol's Control Console because they both
own two Sub-Caps. b) The Force Dome doesn't let ANYTHING through it...except friendly
vehicles and troops. No projectiles pass through it and enemies may not pass
through it either. c) You can't deploy CE items within 5 meters of the outside perimeter of
the Force Dome. (NOTE: You can deploy them on the inside of the bubble.) d) You can't fire a weapon for approximately half a second after passing
through a Force Dome perimeter. (This minimizes the potential for
"popping out, shooting and popping back in".) e) The Force Dome stops all projectiles...including Orbital Strikes. f) The Router can teleport successfully through the Dome when it is
active. Even for non-defenders. Use it judiciously. g) Orbital Strikes cannot be targeted into the courtyard of a Capitol Building, even if the Dome is down. Continental Dominion vs. Continental Locks Capturing a Capitol means your Empire now "Dominates" this
continent. Continental Domination is *not* the same thing as a Continental
Lock. A Continental Lock is when you own ALL the facilities on the
continent...including the Capitol. Continental Dominion allows your Sanctuary Broadcast Warpgates to connect
to this continent. It also turns the warpgates on this Dominated continent
into Broadcast Warpgates themselves, allowing you to warp from this continent
to any other continent your Empire has Dominated. (For more about Broadcast
Warpgates, see that detailed section, below.) A Continental Lock prevents drop pods from landing on your continent.
Also, when you first get the Lock, all the Tower ownership on the continent
flips to your control also. (Although subsequent hacks can wrest it away from
your Empire again, of course.) Details and Examples: a) If you are part of the Empire that Dominates the continent you're on,
then the warpgates act like Broadcast Warpgates for you. (Your enemies can
use them also, but they act like normal warpgates to your enemies.) b) If your Empire gets a complete Lock on the continent, then all the
Towers immediately flip to your side. Also, your enemies can't drop pod here
any longer, so you can move the bulk of your defenses toward the Warpgates. c) If you're attacking a Dominated continent, you'll see significant
changes. The only Domination change benefits the defender and doesn't
directly affect the attacker. d) If you're attacking a Locked continent, you won't be able to drop pod
there. You'll have to attack through the Warpgates.
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3.13.
The Lattice Logic Unit
|
Certain facilities on each continent will require that an object called
the Lattice Logic Unit (LLU) be retrieved and delivered
to a nearby friendly facility. In these facilities, attackers will hack the
Control Console and the Lattice Logic Unit will appear randomly in one of the
Lattice Logic Unit sockets that are spread out within the facility. An icon
will appear on the overhead proximity map, indicating the general location of
the LLU. The carrier will have fifteen minutes to deliver the LLU to a
randomly determined friendly facility that is only one lattice link away. Once the LLU appears, an attacker retrieves the LLU from the socket by
being the first to approach and touch it. The player will then be marked as
the LLU carrier - the LLU does not take up inventory space. MAXes may not
pick up the LLU. Likewise a player carrying the LLU may not switch to MAX
armor from an order terminal. Though a cloaked soldier may pick up and carry
the LLU, his cloaking with not work while it is in his inventory. If the LLU
carrier is killed, the LLU will drop to the ground and another friendly
character may pick it up by running over it. Note that defenders may not pick
up the LLU once it is in the field. However, they can defend it from the
attackers, thereby expiring its fifteen minute timer. The LLU carrier will glow and will be marked on the proximity map. Since
the LLU is not a physical inventory item, it may not be stored in lockers or
vehicle trunks. The carrier cannot drive any vehicle, but can ride as a
passenger or gunner in any land vehicle (but not aircraft). A dropped LLU
will be marked by a pulsating sphere on the continental map. ATTACKERS The carrier has to take the LLU back to a friendly facility that one
lattice link away and secure at the time. All players will be notified of the
destination facility through messages on the HUD and chat window. If there is
no valid destination facility at the time of the hack (i.e. there are no
linked friendly facilities - for example, a facility that is only linked
through a warpgate), then the facility will use the original Hack and Hold gameplay
mode. Once the carrier has reached the destination they will approach its
Control Console and hit the action key. If the destination facility is valid,
then the hacked facility is immediately captured. Those who are in the Sphere
of Influence (SOI) of either the facility that spawned the LLU or the
destination facility will receive capture experience. There is also a mobile
SOI surrounding the LLU that counts toward capture experience. DEFENDERS The defenders will have two options for resecuring the facility. Either
stop the carrier from reaching the destination Control Console or make their
way into their own CC room to resecure, just like the current model. The facilities that will use the LLU capture model will be: Solsar: Bastet, Mont, Thoth Hossin: Acan, Chac, Voltan, Zotz Cyssor: Aja, Chuku, Gunuku, Pamba, Tore Ishundar: Enkidu, Irkalla, Neti Forseral: Caer, Neit, Ogma Ceryshen: Nerrivik, Sedna, Tootega Esamir: Mani, Vidar, Ymir Oshur: Rashnu, Yazata, Zal Searhus: Laka, Ngaru, Sina Amerish: Cetan, Mekala, Sungrey Locations of LLU Sockets Amp Station: On the catwalk that crosses over the main
room. Bio-Lab: In the blue room beneath the barracks. Dropship Center: Inside the air vehicle creation terminal room. Interlink Facility: Beneath the rooftop Radar Dish in the
room that houses equipment terminals. Tech Plant: Below the stairs near the front door.
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3.14.
Recap
- Battle Experience
Points (BEPs) are earned by killing enemies, destroying their equipment,
and capturing their facilities.
-
- As you gain BEPs,
you will go up in Battle Rank.
- As you go up in
Battle Rank, you will earn Certification Points and Implant Slots.
- Certification Points
can be spent to gain access to weapons, armor, support equipment, and
vehicles.
- You can also unlearn
Certifications to free up Certification points that you may wish to
spend on other equipment.
- Command Experience
Points (CEPs) instead of Battle Experience Points are earned by Squad
Leaders when their squad successfully captures a facility.
- As you gain CEPs,
you will go up in Command Rank.
- As you go up in
Command Rank you will earn Command Abilities.
- Squads are temporary
groups of up to 10 players.
- /invite will
invite that player into your squad.
- Using the Action Key
while looking at a player is another method to invite them into your
squad.
- You can accept or
decline an invitation to join a squad by clicking on the pop-up window
or by entering /yes or /no in your chat bar.
- Outfits are akin to
clans or guilds, groups of players that persist outside of the game.
- An outfit can be
created by the squad leader when he has 10 players in his squad.
- To begin the outfit
creation process, the squad leader hits the outfit button.
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4.
Venture Out
4.1.
Your First Step
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If you choose the 'Go to the Sanctuary' option after creating your character,
you will appear in one of the respawning facilities at your Empire's
Sanctuary. Here at the Sanctuary you may regroup, reequip, plan your
attacks, and get extra comrades to join you. In addition, just around
the corner from the Respawning facilities are entrances to the Virtual
Training Centers, where you can learn all about the equipment you'll be
earning certifications for.  Within the Virtual Training Center are two programs, a Virtual Shooting Range and a Virtual Driving Zone. At the Virtual Shooting Range, you may test out
any weapon and armor free from the restrictions of having to certify in
them. This way, before you spend your hard earned Certification Points,
you can test out what you're considering to learn. The Virtual Driving Range is where you'll be able to test out any of the various vehicles that your
empire offers in PlanetSide. Once again, you may freely pilot a vehicle
to see how it performs before spending your Certification points on it. See the Appendix on Certifications for more information regarding Certifications and their corresponding
equipment. When you're ready to head off to war, one of the first things you should
do is figure out where you want to go. Pull up your Map Screen by
hitting the 'M' key or by using the Mouse Pointer and clicking on the Map
Button. You'll first be presented with a Global View of the planet
Auraxis where you can see all of the continents that form the planet.
Left clicking once on a Battle Continent will show you how many facilities
each Empire currently controls on it. Also notice the Warp Gate
connections that connect the Continent to other Continents. This is
important if you're planning on bringing vehicles over from one continent to
the other. See the section on Leaving
the Sanctuary for more information about this.  By either double-clicking on a continent or by using the Tactical View
button
in the Map Toolbar, you can get a more detailed view of the selected
continent. Here you can pan the map around to see the layout of the
terrain as well as the facilities and their color-coded Spheres of Influence
designating ownership. New players to PlanetSide may want to
concentrate their efforts on helping to defend a facility on one of three
continents that are connected to their Sanctuary. You can easily see
which three Battle Continents are attached to your Sanctuary via Warp Gates
by selecting your own Sanctuary in the Global View of the Map. After you've selected one of these connecting Battle Continents, either
Double-Click on it or Click on the Tactical Button in the Map Toolbar.
Then look for a Friendly colored Sphere of Influence. Terran Republic
SOIs are colored red, New Conglomerate SOIs are Blue, and Vanu Sovereignty
SOIs are Purple. As you look around the map you may notice Enemy SOIs for facilities that
are near your Friendly facilities. This is not good as it is likely
that there are enemies there and they may be attacking your friendly facility
even as you are reading this! You should help defend it once you decide
how you want to get there. It is HIGHLY recommended that you first join or form a Squad before
heading off to do battle against the enemy though. Your chances for
survival will increase dramatically and you will actually gain experience
points much faster! See the section on Squads & Outfits for more information about them.
|
4.2.
Leaving the Sanctuary
|
After you've equipped yourself at one of the nearby Equipment Terminals and
have picked out your intended objective you need to think about how to get
there. One way to leave the Sanctuary is via a Warp Gate, a massive structure
that can transport you to other continents instantly.  There are two types of Warp Gates, those on Battle Continents and those on
Sanctuaries. The Warp Gates on Battle Continents operate in
pairs. Enter a Warp Gate on a Battle continent and you'll appear at the other linked Warp Gate on another Battle
Continent. The Warp Gates on Sanctuaries, however, allow you to travel
to any Warp Gate on any Battle Continent thus making the Warp
Gates on Sanctuaries much more flexible. Use the Map to find nearby Warp Gates and notice which continents they
connect. The other method to get to a Battle Continent is by taking the High
Altitude Rapid Transport (HART) shuttle.  This shuttle flies into orbit and allows you to take a Drop Pod down to
the surface. As Drop Pods from the HART shuttle allow you to touch down
on any Battle Continent outside of a Sphere of Influence (SOI),
insertions via this manner are extremely quick and flexible as you needn't
bother with Warp Gate connections. Note that Drop Pods can only
accommodate soldiers in Armor, including MAX armor, but vehicles can only
travel to and from the Sanctuary via Warp Gates. If you're taking a Vehicle and leaving the Sanctuary via the Warp Gate, be
sure to use the Map in conjunction with the Compass periodically to help you
find your way. If you've decided to leave the Sanctuary via the HART, then head over to
one of the HART buildings. Inside are doorways that gain you access to
the HART Shuttle. 
The next shuttle has arrived when the timer above the door reaches zero
and the green light begins to flash. Board the shuttle by simply walking
through the door and continuing down the hallway. After the HART lifts
off you will be presented with the Drop Pod Menu that is very similar to the
Map Menu. Here you'll initially see the Global view of the Planet
Auraxis, the Warp Gate connections that connect the continents, and the
status of each empire on those continents. Choose the Battle Continent
you wish to take a Drop Pod to by double clicking on it or by selecting it
and then selecting the Tactical View tab at the top of the screen . Now choose your destination where you
want the drop pod to land. Note that SOIs interfere with Drop Pods so
you must choose a location outside of one. Click on an area just
outside of the SOI of a friendly facility. Then click on the Drop
button to the lower right and hang on for the ride of your life! For more information about the other Buildings at the Sanctuary see the
appropriate Appendix.
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4.3.
Binding and Respawning
|
Scattered within Facilities are Matrixing Terminals. 
Hitting the Action Key when facing one will embed your DNA within the
Matrix Storage of the Facility. That way, if you do fall in battle, you have
the chance to reappear there rather then traveling all the way from the
Sanctuary. An Advanced Mobile Station (AMS) is a vehicle that allows
players to respawn out in  the field rather than only being able to respawn from facilities.
These too have Matrixing Terminals to bind at so you can respawn from that
specific AMS. To bind yourself to a Facility or AMS find a Matrixing Terminal, approach
it until you receive a pop-up message inviting you to Bind there and then hit
the Action Key. Once successfully bound, you will have the chance to
respawn there if your character dies. Note that you can only Bind to a
Friendly Facility that is completely under your Empire's control (e.g., it
has an operational Generator and has not been Hacked by the enemy). In
addition you can only Bind at one Facility at a time and one AMS at a
time. Therefore you can choose to Bind yourself to both a Facility and
an AMS at the same time to maximize your Respawning choices. If you do fall in battle, you will be presented with a choice to begin the
respawning process immediately or you can choose to wait until the timer has
counted down. Keep in mind that once the respawn process starts you may
no longer be Revived by a friendly, thus when operating in a Squad with capable
Medics you may wish to postpone the respawning process to allow your medics
time to revive you. You can choose to begin the Respawning process immediately by selecting on
any of your valid Respawning locales. These may include: - The Facility at which
you are manually bound to. The facility must be completely under
your Empire's control with both the Generator and Respawn tubes
operational. Additionally, the Control Console must not be hacked.
- The Advanced Mobile
Station (AMS) at which you are manually bound to. The AMS at the
time must be operational and deployed.
- As a contingency
plan, your Empire also allows you to respawn at the nearest Friendly
facility, AMS, or Tower for the continent you are on, as long as they
meet the above criteria as well.
- Finally your
Sanctuary is always available as a Respawn point.
Thus it is possible to have up to six respawn choices: 1) A facility
to which you manually bound yourself to; 2) An AMS to which you
manually bound yourself to; 3) A backup respawn point at the nearest
friendly facility on your continent; 4) Another backup Respawn point at
the nearest deployed and friendly AMS on your continent, 5) The third backup
Respawn point at the nearest Tower on your continent, and; 6) Your
Sanctuary. Choose carefully as you may end up in a location you weren't expecting and
thus inconvenience yourself needlessly.
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4.4.
Recap
|
If you've selected the 'Go to the Sanctuary' option, then your character will appear at one of the Respawning Facilities on your empire's Sanctuary. -
Near the exit of the Respawning Facility are entrances to the Virtual Training Centers where you can test out equipment free from the restrictions of Certifications. -
Pull up the map via the 'M' Key or by hitting the map button on your HUD. -
Global view shows all of the continents and their Warp Gate connections. -
Tactical view shows a more detailed view of a particular continent. - Find a friendly SOI on one of the three continents attached to your Sanctuary via Warp Gates.
-
Equip yourself at an Equipment Terminal. -
Use the map to figure out where you want to go to. -
Decide whether you will take Warp Gate or HART Shuttle. -
If leaving the Sanctuary via a Warp Gate, use the map and compass periodically to stay on course. -
If taking the HART, board the Shuttle at one of the HART Buildings. -
Choose the continent you wish to Drop Pod down upon. -
Left-click on the area you want to land near as long as it is outside of a Sphere of Influence (SOI). - Click on the Drop button to launch your Drop Pod after designating a legal drop zone.
Manually binding at a facility or AMS will allow you to respawn there if you die. -
Use the Action Key when targeting a Matrix Terminal to manually bind there. -
You can manually bind yourself to one facility and one AMS at any given time. -
You may also have additional fallback respawn points at the nearest AMS, friendly facility, or tower. After you die, you may begin the respawn process immediately or choose to wait for a medic to revive you. You can choose which location to respawn at by clicking on it in when the Respawn Map comes up.
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5.
Tips and Strategies
5.1.
General
- Try to plan a few
ranks ahead on what you want your character to spend his Certification
Points on so you don't end up lacking a Certification you really
wanted. Fortunately you can always unlearn your certifications but
preparing ahead of time prevents you from having to wait for the cert
points to be released after "Unlearning".
- If you're unsure as
to what to spend your Certification Points on, give the VR Training
centers a whirl where you'll be able to try everything before actually
committing Certification Points to it.
- You want to consider
spending some Certification Points on multi-personal vehicles.
This is extremely helpful in a Squad situation.
- Take a few moments
to plan out your play session. Even if you're just jumping in for
a few minutes, figure out where you will respawn. Better yet bind
yourself at your desired Respawn point just in case.
- The Map and compass
can prevent you from getting lost; it's an awfully big world out there.
Take a moment to understand them and reference the overhead map option
often so you can quickly orient yourself.
- Learn from your
losses, what went wrong, what could have prevented it, etc.
- Discover what you
are best at...it may not be frontline combat. Success of the
Empires in PlanetSide will depend upon the strength of their side as a
whole, not just who can fire the most accurately.
- It may not be to
your advantage to open up upon an enemy at the first opportunity as you
might be able to stack the odds further in your favor by waiting for a
better prospect or firing opportunity.
- Learn when to run
and hide instead of just firing back.
- Use both the Global
and Tactical Views of the Map to plan out where you want to go.
This planning should include a quick trip to the friendly facility that
is closest to your objective so you can manually Bind yourself to it.
- Double-check to see
that you're properly equipped. Make sure you have all the equipment
necessary to use with your certifications, including the REK, if
desired.
- Maximum efficiency
with most weapons requires firing in short, controlled bursts to reduce
the recoil penalty.
- Crouching makes you
a smaller target and increases your overall accuracy.
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5.2.
Squad
- Whenever possible,
try to form or join a squad, you'll learn to appreciate the extra help
when you need it.
- Make sure that your
Squad is balanced in terms of capabilities. If everyone is a
weapons expert, who is going to transport your group or revive fallen
comrades?
- Switch to Squad Chat
immediately because the communication range is unlimited.
- As a squad leader,
or even if you just want to join a Squad, take time to become familiar
with the "Looking for Squad" option. Using this feature
makes it easy to find people with Certs. you need for your squad, or
makes it easy to advertise that you have the Certs. needed for
other squads, thus making it more probably you will receive an
invitation.
- Use the Map often as
it will show the position of your Squadmates.
- Facilities are
fairly large; therefore diversions are wonderful tools of war.
- Squadmates in
Infiltration Suits make great Medics, Hackers, or Recon units.
- Plan for a fallback
point for your squad to regroup if necessary.
- Learn to use the Chat
Macros (See the Appendix on Chat Macros for more information) as they
are great ways of communicating with just a few keystrokes. Also create
your own text macros in order to have quick, customized macros available
for specialty commands.
- Spend a bit of time
gathering intelligence about the target, it may pay off later.
- If defending a
facility, make sure a few of you are carrying REKs just in case you need
to re-hack the Control Console.
- Having someone
defending a facility with the Repair Certification and a Nano Dispenser
could prove to be the difference between successfully warding off an
attack or finding yourself forcibly evicted from a Facility.
- An Advanced Mobile
Station (AMS) is probably the most important vehicle you could bring to
a siege.
- Capturing a Facility
via Hacking a Control Console outright can be a very daunting
task. Sometimes you need to soften up the defense by disabling
their Generator or their Respawn Tubes. Either of these will slow
the defense down because they will not be able to Respawn there until
they are repaired.
- Before you decide to
destroy an enemy ANT, consider letting the Enemy refill the Silo before you try to capture it. That way if you are successful in your
capture attempt, you won't need to worry about resupplying your facility
for sometime.
- If you spot an enemy
driving around in an AMS and you don't have the means to quickly kill it
off, consider following it to see where the driver will try to hide
it. Then try to kill the driver as he steps out but before he can deploy it. That way you will have completely stopped the
AMS from being used against you.
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5.3.
Outfit
- Promote players in your
Outfit that have proven to be leaders in both Tactics and Morale.
- Use the Alliance
Chat Channel to set up Alliances with other Outfits in your Empire.
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6.
Appendices
6.1.
Default Keyboard and Mouse Commands: General/Soldier
Controls
| General & Soldier Controls | | Action | | Key Binding 1 | | Key Binding 2 | | | | | | | | Forward | | W | | Num Pad 8 | | Backward | | S | | Num Pad 2 | | Autorun | | Q | | | | Strafe Left | | A | | Left Arrow | | Strafe Right | | D | | Right Arrow | | Turn Left | | | | | | Turn Right | | | | | | Crouch | | Ctrl | | | | Crouch Toggle | | C | | | | Jump | | Space Bar | | | | Use Right Back Holster | | 2 | | | | Use Right Hip Holster | | 1 | | | | Use Left Back Holster | | 4 | | | | Use Left Hip Holster | | 3 | | | | Use Knife | | 5 | | | | Fire Weapon | | Left Mouse | | | | Change Fire Mode | | Right Mouse | | | | Change Ammunition Type | | X | | | | Reload | | R | | | | Use or Interact with Object | | G | | | | Drop Item | | F | | | | Clear HUD | | ESC | | | | Toggle Third Person Camera | | Tab | | | | Zoom | | Z | | | | Prox. Map Increase Range | | ] | | | | Prox. Map Decrease Range | | [ | | | | Toggle Mouse Look | | Tab | | | | Toggle Character Pane | | O | | | | Toggle Inventory | | I | | | | Toggle Squad Pane | | P | | | | Toggle Overhead Map | | M | | | | Toggle Vehicle Pane | | Y | | | | Toggle Outfit Pane | | U | | | | Toggle Help | | Shift + P | | | | Cycle Character Names | | N | | | | Toggle Infiltration Suit On/Off | | K | | | | Use Hotkey Slot 1 | | F1 | | | | Use Hotkey Slot 2 | | F2 | | | | Use Hotkey Slot 3 | | F3 | | | | Use Hotkey Slot 4 | | F4 | | | | Use Hotkey Slot 5 | | F5 | | | | Use Hotkey Slot 6 | | F6 | | | | Use Hotkey Slot 7 | | F7 | | | | Use Hotkey Slot 8 | | F8 | | |
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6.2.
Default Keyboard and Mouse commands: Ground Vehicles
| Ground Vehicles | | Action | | Key Binding 1 | | Key Binding 2 | | | | | | | | Forward | | W | | | | Backward | | S | | | | Turn Left | | A | | Left Arrow | | Turn Right | | D | | Right Arrow | | Brake | | Space Bar | | | | Cruise 10 Percent Power | | 1 | | Num Pad 1 | | Cruise 20 Percent Power | | 2 | | Num Pad 2 | | Cruise 30 Percent Power | | 3 | | Num Pad 3 | | Cruise 40 Percent Power | | 4 | | Num Pad 4 | | Cruise 50 Percent Power | | 5 | | Num Pad 5 | | Cruise 60 Percent Power | | 6 | | Num Pad 6 | | Cruise 70 Percent Power | | 7 | | Num Pad 7 | | Cruise 80 Percent Power | | 8 | | Num Pad 8 | | Cruise 90 Percent Power | | 9 | | Num Pad 9 | | Cruise 100 Percent Power | | 0 | | Num Pad 0 |
|
6.3.
Default Keyboard and Mouse commands: Air Vehicles
| Air & Hover Vehicles | | Action | | Key Binding 1 | | Key Binding 2 | | | | | | | | Flight Elevate / Take Off | | E | | | | Flight Lower / Land | | C | | | | Forward | | W | | | | Backward | | S | | | | Strafe Left | | A | | Left Arrow | | Strafe Right | | D | | Right Arrow | | Afterburners | | Space Bar | | | | Cruise 10 Percent Power | | 1 | | Num Pad 1 | | Cruise 20 Percent Power | | 2 | | Num Pad 2 | | Cruise 30 Percent Power | | 3 | | Num Pad 3 | | Cruise 40 Percent Power | | 4 | | Num Pad 4 | | Cruise 50 Percent Power | | 5 | | Num Pad 5 | | Cruise 60 Percent Power | | 6 | | Num Pad 6 | | Cruise 70 Percent Power | | 7 | | Num Pad 7 | | Cruise 80 Percent Power | | 8 | | Num Pad 8 | | Cruise 90 Percent Power | | 9 | | Num Pad 9 | | Cruise 100 Percent Power | | 0 | | Num Pad 0 | | Bail from Vehicle | | Alt + G | | |
|
6.4.
Default Keyboard and Mouse commands: Chat
| Chat | | Action | | Key Binding 1 | | Key Binding 2 | | | | | | | | Open Chat | | Enter | | Num Pad / | | Open Chat Slash | | / | | | | Open Chat Reply | | Backspace | | | | Chat Window PgUp | | Page Up | | | | Chat Window PgDn | | Page Down | | | | Status Window PgUp | | Shift + Page Up | | | | Status Window PgDn | | Shift + Page Dn | | | | Open Voice Macros | | V | | |
|
6.5.
HUD Details
|
 1> Squad Bar - Lists the current
members of your Squad with the first name on the list representing the Squad
Leader. These same numbers appear on your Proximity, Tactical, and
Global Maps to help you track their location. Additionally the bars
also show their health level. 2> Proximity Map - Friendly units
show up in Teal. Enemy Units show up in Red. Depending on certain
variables such as Motion Sensors or control of an Interlink Facility, some
Enemy units may or may not show up in your Radar. It is recommended
that when you are outdoors, your Proximity Map be set to either 200m or
100m. When you are indoors, however, the 50m setting will show Icons
denoting the various rooms that can be found on your current floor making the
navigation within facilities much easier. 3> You can toggle the range of the Radar
from 50m, 100m or 200m by using the '[' and ']' keys by default. You
can also switch to a Compass-only setting by clicking on the little arrow to
the right of the range indicator. 4> Reticule - Your Cone of Fire used
to target objects or other players. 5> Status & Chat Pane - This pane
combines your incoming chat along with any relevant status messages. The top
row of buttons allows you to select which channel you currently are
broadcasting your chat to and also allows you to select which channels of incoming chat you want to receive.  To select which channel you wish to broadcast to, select the Outgoing Chat
Button and then select which of the channels you
wish to broadcast to. These are: a. Local Chat to anyone within 100m of you. b. Squad chat to any current member of your Squad wherever they
might be located in the world. c. Outfit chat to any member of your Outfit online wherever
they might be located in the world. d. Command chat used by players with Command Ranks to
communicate to other Commanders to coordinate, warn, or just apprise each
other of current situations. e. Alliance chat used by members of Outfits that have formed
an Alliance. Note that you may only broadcast to a single channel at a time but may
receive incoming messages from as many channels as you desire. 6> Soldier Management Bar - This
toolbar allows access to the following screens via the Mouse: a. Inventory - Your available Inventory
space consists of Holsters, from which Weapons and certain Items can be
quickly retrieved, and general Backpack space, where other items of interest
may be kept. Holsters come in two sizes, a small 3 x 3 grid size where
Pistols or small Items are placed, and a larger 9 x 3 Holster slot, where
Rifles or Items of that sized are held. The amount of Holsters and
Backpack space available is wholly dependent upon the type of Armor you are
currently using.
i. Infiltration Suit: One pistol slot, smallest
inventory
ii. Standard Armor: One pistol slot, one rifle
slot, smaller inventory iii.
Agile Armor: Two pistol slots, one rifle slot, medium inventory iv.
Reinforced Armor: Two pistol slots, two rifle slots, large inventory v.
MAX Armor: Weapons are all pre-determined (no holsters), largest inventory Buttons in the inventory area include: vi.
Use - To Use or Consume an Item such as a Medkit. vii.
Drop - To Drop an Item onto the ground. viii.
Destroy - To permanently Destroy an Item ix.
Deconstruct All - To completely clear out your Inventory. b. Character - The Character Screen shows
you your current Battle and Command Rank with respective Experience Point totals and rough estimates
till reaching the next ranks. Your current number of Implant Slots is
also shown along with any Implants you may have installed at the time.
Finally access to your Personal Statistics is through here. NOTE: You can
select your Implant icons here and drag them to your Hotkey Bar for quick and
easy access when turning the implants on/off. c. Squad - The Squad button grants access to
Squad Management functions in addition to a Player Finding mechanism.
This mechanism can be used to locate Squad leaders that wish to add members
to their squad or for players that wish to be added to a squad.
Additionally your Friends List may be managed here. d. Map - Two view levels are available
within the Map; Global - which shows all of the continents in PlanetSide
at one time, and Tactical, which allows a more detailed view of a particular
continent. The Global View is useful for plotting out Warp Gate
connections and the general flow of forces. The Tactical View allows
you to use the various zoom levels to help in your navigation while on a
continent. Additionally the Tactical View will also show the current
state of Facilities and which Empire currently controls them. e. Vehicle - Allows you to set permissions
for boarding and accessing the trunk of your vehicle. Settings
available are: Locked - No one but you may board your vehicle or use the
trunk; Squad - only those members of your Squad may board
the vehicle or use the trunk, or; Open - anyone in your empire may board
your vehicle or use the trunk. Additionally a passenger list is shown
along with the ability to kick anyone out of your vehicle if you so choose
and the ability to deconstruct your vehicle to prevent it from falling into
enemy hands. f. Outfit - Access to Outfit Functions
including the creation of an Outfit, as well as the management functions
available to Outfit leaders. 7> Toggles Proximity Map On/Off 8> Toggles Status & Chat Pane On/Off 9> Bio Pane - Shows the current
levels of your Health, Stamina, and Armor. If your Health reaches zero,
you will die. If your Stamina reaches zero, you can no longer run or
power Implants till it first reaches 20 by resting (standing still).
And if your Armor reaches zero it will no longer provide any protection until
it is repaired. 10> Hotkey Bar - Here you can macro Medkits, Implants,
& Text Messages for easy access to their functions. To macro a
Medkit, open your inventory, left-click once on a Medkit, move the Medkit
over to the Hotkey Slot you wish it to occupy and left-click once more.
Now when you tap the appropriate function key, a Medkit will be
consumed. To macro an Implant, open your Character Pane ('O' by
default) and click on an Implant Slot. Then move the Icon over to the
Hotkey Slot you wish it to occupy and left-click once more. Note that
some Implants work automatically and thus can not be Macro'ed. To Macro
a text message use the following outline. /macro Name /Channel
Message. Then place the Text Macro icon into the desired Hotkey
slot. You can clear Hotkey Slots by right-clicking on them. 11> Holster Icons - This shows you the weapons or
items that are currently in your holsters. You will see the amount of
ammunition beneath the respective Weapon icon. The number on the left
represents the number of shots within the clip of the weapon while the number
on the right represents the number of total shots left in your
backpack. The Ammo Icon in between represents the type of ammo
currently within your weapon; Standard or Armor Piercing. The little
yellow indicators to the left of the Holster Icon represent the Firing Mode
of the weapon. Likewise, Items that have multiple function modes will
also display their current function mode by the same yellow indicators. 12> Toggles Soldier Management Bar On/Off
|
6.6.
Creating Hotkey Macros
|
To save on repetitive keystrokes, you may create hotkey macros that you
can call with the press of a button. The command for creating a hotkey macro is /macro <name>
<value> <name> represents a three character name for the macro you wish to
create. <value> represents the output you wish for the macro to execute. For example, if you wanted to create a macro that would allow you to
recall to your Empire's Sanctuary, you would type: /macro rcl /recall Here, "/macro" is the command to create the macro.
"rcl" is the three letter name of this particular macro.
"/recall" is the command for the macro to execute. If you wish for your macro to send chat messages, you will need to specify
the chat channel you want to send to (e.g. /squad, /local, /outfit). After you have created a macro, a speech bubble marked with your macro's
name will be attached to your mouse cursor. Place the bubble in one of the
hotkey slots by left-clicking on the slot you choose.
|
6.7.
Certification Listing
| Certification | Allows Access to | | Standard | Allows a soldier to utilize the AMP and Suppressor. Empire-specific weaponry available through this certification includes the Beamer (VS), Repeater (TR), and Scatter-Pistol (NC) | | Medium Assault | The Sweeper and Punisher are available through this certification. Empire-specific weaponry available includes the Pulsar (VS), Cycler (TR), and Gauss Rifle. With the Core Combat expansion, this certification also grants access to the Spiker ancient technology pistol. (NC) | | Heavy Assault | Heavy assault weapons for each empire are the Lasher (VS), Mini-Chaingun (TR), and Jackhammer (NC). With the Core Combat expansion, this certification also grants access to the Maelstrom ancient technology assault weapon. | | Anti-Vehicular | Empire-specific weaponry includes the Lancer (VS), Striker (TR), and Phoenix (NC). The Lancer fires a highly energized projectile that travels at lethally quick speeds. This coupled with the direct-fire nature of the VS Lancer gives it the ability to tear through vehicles efficiently at all ranges. The TR Striker anti-vehicular missile system has a dual-natured firing system. In dumb fire mode it is capable of firing its 3 warheads in fairly quick succession. When the operator is using its 'lazing' mode, he can paint a target and the warheads will travel to the terminus of the beam. The NC Phoenix has a camera-guided delivery system allowing the skillful operator to waste no time in trying to achieve a lock on. The operator can also choose to detonate the warhead in-flight in situations where he misses the intended target. Also included is the common pool Decimator, a disposable, 3-shot dumb-fire rocket launcher that packs significant anti-vehicular damage behind each warhead. | | Sniping | This certification allows a soldier to use the Bolt Driver sniper rifle. Equipped with an 8x Zoom and the most stoppping power behind each bullet, the Bolt Driver has the ability to wage war over great distances. | | Special Assault | These weapons include the Rocklet Gun, and Thumper (all common pool). The Rocklet Gun is a mini-rocket gun that is versatile against soldier and vehicles alike. The Thumper is a grenade launcher capable of using Plasma, Frag and Jammer Grenades thus making it very versatile in its own right. | Armor | Certification | Allows Access to | | Standard ExoSuit | This is your standard Empire Body Armor. This certification cannot be removed. When you are respawned after death, this is the armor you'll be wearing. | | Agile ExoSuit | The Agile Armor Certification allows a soldier to wear Agile Body Armor. Agile Body Armor provides a balance of agility with reasonable defensive protection. It has:1 Back Holster, 2 Side Holsters, and a 9x9 Inventory Grid in the backpack. | | Reinforced ExoSuit | The hardened exo-shell on Reinforced Body Armor offers increased protection over Agile Body Armor but with a slight decrease in mobility speed. Reinforced Armor supports: 2 Backholsters, 2 Side holsters, and a 12 x 9 Inventory Grid in the backpack. | | Infiltration Suit | The cloaking ability of the Infiltration Suit allows you to stand still and be basically invisible. However, the faster you move, the less your stealth effect will help you. | | MAX Armor Description | This heaviest of armor entombs a soldier beneath layers and layers of hardened armor and its weapons are built into the arms of the suit, making them very stable firing platforms. Slow in reaction speed, but powerful in almost every other way, the mech assault suits are lynchpins of most military actions. | | NC ScatterCannon MAX | This powerful exo-suit has a built-in tri-barrelled auto shotgun. With its incredibly high rate of fire, it can shred the hardiest of opponents in mere moments. A defensive energy shield rounds out its defensive capability. This NC MAX generally works best against soldiers. | | NC Falcon MAX | This MAX has the Falcon dumb-fire missile system built-in. Capable of quickly peppering a target with Falcon missiles, this MAX generally works best against Vehicles or other MAX'es As with other NC MAX'es, this too sports a built-in defensive shield. | | NC Sparrow MAX | This heaviest of man-portable exo-armor is configured with radar and thermal imaging hardware to recognize aircraft and acquire them as targets. Utilizing the Fire-and-forget Sparrow Missile system, this MAX can quickly take down most air vehicles. The built-in defensive shield helps to round out its capability. | | TR Dual Cycler MAX | This MAX is built upon the Dual Cycler weapons platform. Capable of spitting out lead at a very high rate, this MAX is quite versatile against Vehicles and Soldiers alike. As with all of the TR MAX'es, this MAX can deploy an anchoring system that greatly reduces recoil and allows the MAX to increase its rate of fire even further. | | TR Dual Pounder MAX | This MAX carries the Dual Pounder weapons system. Akin to mortars, the Pounder is versatile against Soldiers and Vehicles alike. Though it may lack the range of its TR Dual Cycler brother, the Dual Pounder config can bring more firepower to shorter ranged fights. Deploying the anchors increases accuracy and firing rate. | | TR Dual Burster MAX | This MAX uses the Dual Burster Configuration that has projectiles that explode near aircraft, shredding them with shrapnel. As with the other TR MAX'es, it too can deploy its anchors and increase its rate of fire and accuracy. | | VS Quasar MAX | The VS Quasar MAX equipped with the rapid fire Quasar platform is able to cut through groups of Soldiers very quickly. Switching to the built-in AP mode, however, allows the VS Quasar MAX to do appreciable damage to Vehicles and other MAX'es as well. VS MAX'es also have an anti-gravitic propulsion system that allows them to 'jump' great distances. | | VS Comet MAX | The VS Comet MAX uses 'Comet' projectiles that have an explosive charge. Any object caught in this blast will continue to take damage from the incendiary nature of the projectile. This VS MAX also has the same anti-gravitic drive system allowing it to perform great leaps. | | VS Starfire MAX | The Starfire weapons platform on the VS Starfire MAX can home in on Aircraft as long as the operator can maintain targeting the craft in his reticule. Combined with the same type of aggravated 'burning' damage as the VS Comet projectile gives the Starfire MAX the ability to quickly take down enemy aircraft. As with the other VS MAX'es, the anti-gravitic jump system allows the VS Starfire MAX to move to locations with startling speed. | | Uni-Max | This combined certification allows access to each of the three classes of MAX configs (Anti-Infantry, Anti-Vehicular, Ant-Aircraft) at a reduced cert point cost. | Vehicles | Certification | Allows Access to | | Advanced Nanite Transport | The Advanced Nanite Transport (ANT) is the vehicle used to collect energy at warp gates and transport it to a Silo for use as an energy source for the facility. The ANT itself is a machine designed to generate billions of nanites (of a pattern extrapolated from old Vanu records). Those nanites are able to extract energy from the dimensional flux inside a warp bubble and act like tiny batteries. When an ANT deploys near a Silo, the carrier beam from the ANT forces the nanites to move to the Silo. The Silo closely, but not exactly, emulates the environment found in the warp bubbles. (Silos are human tech and Humanity isn't close to understading all the inter-dimensional physics techniques.) Because the Silo is imperfect, the nanites can't generate new power from the faux-warp environment and eventually die out, requiring them to be resupplied. In the act of dissolution, the nanite's expiration releases the stored energy within them to the collectors within the Silo. The Silo harnesses that energy for use by the facilities and the ANT makes another round trip to keep the facility supplied. | | Air Cavalry | Allows access the Mosquito and the Reaver. The gunship, Reaver, is available to all with this certification. The Reaver is armed with Dual 20mm Recoiless Cannons in addition to dual Rocket Pods mounte underneath the wings. When crusing at slower speeds, the Mosquito can 'uncover' enemy troops and vehicles for friendlies in the nearby vincinity. | | Air Support | Allows access the Galaxy, the Liberator and the LodestarReaver. The giant airborne Galaxy transport ship becomes available with this certification. Sporting room for 3 gunners, 6 Passengers, 2 MAX'es, and a single vehicle up to the size of an Assault Buggy, means the Galaxy can insert a sizeable attack force into just about any locale. The Liberator Bomber is a three-crew vehicle. The pilot not only flies the vehicle, but also has a fixed-forward firing 35mm heavy machinegun for strafing ground targets. The tailgunner has a highly-maneuverable 25mm machinegun to cover the rear of the aircraft. The Liberator can drop bombs of two varieties, either 'tankbuster' (which punches and destroys armored targets) or 'anti-personnel' where the bomb splinters into nine pieces on its way down to pattern-bomb an area with smaller, anti-infantry explosions. The Liberator has some control over the destination of the bombs and can set drag on those bombs to hit nearer or farther than the default drop position by moving the mouse back and forth along the sighting line seen from the Bombardier position. The Lodestar is an single-crew aircraft that can carry any ground vehicle in its rear cargo bay. | | ATV | Allows access to the Assault Basilisk, Wraith, and Switchblade (with Core Combat). The Assault Basilisk, a fast four-wheel cycle with weaponry. Incredibly nimble the Basilisk is capable of traversing great distances over rough terrain. The Wraith is a four-wheeled cycle with stealth capabilities *IF* you are wearing an Infiltration Suit. Otherwise, it acts as a normal four-wheeled cycle. The Switchblade is a single person hover cycle that can transform into a fixed hover-turret. While in hover cycle mode, it carries a forward firing energy cannon called a Scythe, and in turret mode, has complete 360-degree coverage. The Switchblade can be deployed in its turret mode on any surface - even over water. | | Assault Buggy | This Certification allows access to the Empire Specific Assault Buggy and the Skyguard. Empire Specific Assault Buggies include the Marauder (TR), Enforcer (NC), and Thresher (VS). The TR Marauder supports a driver, a primary gunner using a 360 degree capable Pounder, and a secondary gunner using a rotary chaingun for light anti-personnel support. The NC Enforcer has the 360 degree capable Phoenix Missile system capable of ripping apart enemy vehicles or MAX'es. The VS Thresher differs radically from other Assault Buggies in that the propulsion system is based on an anti-gravitic drive. This allows the Thresher to hover over the terrain and gives it a limited ability to cross shallow bodies of water. Additionally the Thresher is able to 'strafe' side to side giving it unparalled manuevering flexibility. The weapon system controlled by the gunner is the Flux Cannon, a fast firing beam weapon. Th Skyguard is a two-crew buggy that has a driver forward and a gunner behind. The gunner can choose between firing a fast-firing Flak Cannon (against air targets) or a 12 mm Rotary Chaingun (against dismounted infantry). The Skyguard has no specific anti-armor weaponry, so it's usually wise to flee from tank encounters. | | Armored Assault | This certification Include the Empire Specific Assault Tanks and the Flail. Empire Specific Assault Tanks include the Prowler (TR), Vanguard (NC), and MagRider (VS). The TR Prowler supports a pilot, a primary gunner that operates the dual 100mm Tank Cannon, and a secondary gunner that controls the dual rotary chaingun for light anti-personnel support. The NC Vanguard brings the largest single bore cannon onto the Battlefield. Quickly capable of demolishing enemy vehicles, the 150mm Tank Cannon can pummel MAX'es with just a few direct hits. For light anti-personnel support, the gunner can switch to firing the dual 20mm recoilless cannons. The VS MagRider sports the same anti-gravitic drive system that propels their Assault buggy, the Thresher. Thus the MagRider is much more manueverable than its competitors, the Prowler or Vanguard, as it too can strafe and travel a limited distance over water. The MagRider's gunner operates the Heavy Rail beam, a direct fire weapon that can easily pierce the toughest of armor. For secondary light anti-personnel support, the Pilot has access to a fixed forward, Light Pulsed Particle Accelerator. The Flail is a massive hover tank that cannot fire at all unless deployed. However, once deployed, its massive Dispersion Cannon can fling devastating energy projectiles long distances with indirect fire. Because it can shoot farther than it can see (obstacles often intervene to prevent direct line of sight), soldiers can access a terminal on the back of the Flail to get a Lazer Pointer. This item is equipped like a pistol and can be used to provide forward observation information to the Flail gunner. This helps point out targets for annhilation from a remote location . | | Scout | The Harasser is a two-man buggy with a formidable machine gun on the passenger side. The Lightning is a one-man light tank that supports a single 75mm Light Tank Cannon in addition to a 20mm Recoiless light Anti-Vehicular machine gun. | | Tactical Aupport | The tactical vehicles, Advanced Mobile Station (AMS) and the Router, are available to all with this certification. The AMS is often the lynchpin of a successful assault upon a facility due to its ability to become a Respawning station out in the field. A handy equipment terminal in the back allows soldiers to quickly outfit themselves for battle once again. Defensively the AMS relies on a 'cloaking bubble' to hide its location from enemy eyes. The Router allows soldiers to instantly teleport between it and a deployed telepad. | | Transport | Allows access to the Deliverer and the Sunderer The Deliverer transport vehicle is capable of carrying a total of 5 soldiers (2 Gunners, 2 Passengers, and the Driver) across a variety of terrain, including shallow bodies of water, at high speeds. The Sunderer armored personnel transport is available with this certification. It can carry, 2 MAX'es, 4 passengers, 1 driver, and two gunners who each operate a single 75mm Light Tank Cannon. | | Harasser | Allows access to the Harasser by itself at a lower cost than the Scout certification. | | Mosquito | The scout craft, Mosquito, is available to all with this certification at a lower cost than the Air Cavalry certification. | Equipment | Certification | Allows Access to | | Hacking | Soldiers with a Hacking certification can hack some of the basic enemy terminals for use by friendly troops, including implant terminals, medical terminals, certification terminals, and lockers. They also hack doors and control consoles faster than soldiers without a Hacking certification and can 'jack' vehicles, switching them to your own Empire. | | Advanced Hacking | The Advanced Hacker does everything a Hacker can do, but does it at very fast speeds, thus minimizing risk to the hacker. They are also able to temporarily hack enemy Equipment and Vehicle terminals (in addition to those listed for basic Hacking) so that other friendlies can use them, as well as 'jack' vehicles at an even faster speed than regular Hackers. | | Medical | Allows use of the medical applicator for healing other soldiers and yourself. | | Advanced Medical | Enhances your knowledge of the medical applicator to allow total revival of soldiers presumed dead. | | Engineering | Allows use of the BANK and Nano Dispenser, letting you repair body armor on other soldiers as well as yourself, and letting you repair the damage done to vehicles. This is also the prerequisite for Combat Engineering. | | Combat Engineering | Allows use of the ACE combat device. The ACE is used to generate nanite construction of the following objects: Proximity Mine, Motion Alarm Sensor, Spitfire deployable turret, and the Boomer HE. |
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6.8.
Voice Macro Tree
| Start with | Press | Press | For | | V then | A for, "Attack ..." | C | hack their Control console! | | D | destroy their Deployables! | | E | destroy their Equipment terminals! | | G | disable their Generator! | | M | disable their Medical terminals! | | R | Destroy their Respawn Room | | T | destroy their Turrets! | | V | disable their Vehicle facilities! | | | | S then A for, "I will Attack ..." | C | I will hack their Control console! | | D | I will destroy their Deployables! | | E | I will destroy their Equipment terminals! | | G | I will disable their Generator! | | M | I will disable their Medical terminals! | | R | I will destroy their Respawn tubes! | | T | I will destroy their Turrets! | | V | I will disable their Vehicle facilities! | | | | D for, "Defend ..." | C | defend our Control console! | | D | defend our Deployables! | | E | defend our Equipment terminals! | | G | defend our Generator! | | M | defend our Medical terminals! | | R | defend our Respawn Room | | T | defend our Turrets! | | V | defend our Vehicle facilities! | | | | S then D for, "I will Defend ..." | C | I will defend the Control console! | | D | I will defend our Deployables! | | E | I will defend our Equipment terminals! | | G | I will defend our Generator! | | M | I will defend our Medical terminals! | | R | I will defend our Respawn tubes! | | T | I will defend our Turrets! | | V | I will defend our Vehicle facilities! | | | | N for, "We Need ..." | A | We need Air Cover! | | C | We need Cover Fire! | | D | We need a Driver! | | E | We need a Escort! | | G | We need a Gunner! | | H | We need a Hacker! | | M | We need a Medic! | | P | We need Passengers! | | R | We need Repairs! | | T | We need Transportation! | | V | We need Anti-Vehicular Support! | | Start with | Press | Press | For | | V then | R for, "Repair our ..." | C | Re-secure our Control console! | | E | Repair our Equipment Terminals! | | G | Repair the Generator! | | M | Repair our Medical Terminal! | | R | Repair our Respawn Tubes | | T | repair our Turrets! | | V | Repair our Vehicle Facilities | | | | S then R for I am Repairing ..." | C | I will re-secure our Control console! | | E | I will repair our Equipment terminals! | | G | I will repair our Generator! | | M | I will repair our Medical terminals! | | R | I will repair our Respawn tubes! | | T | I will repair our Turrets! | | V | I will repair our Vehicle facilities! | | | | T for Tactical phrases | A | Requesting Assignment | | B | Base Perimeter is Secure! | | C | Command Completed | | D | Deploy defenses | | E | Enemy has Breached Perimeter! | | F | Follow Me! | | G | Form Up (Gather) | | Q | Quiet! | | R | I am Requesting Assignment | | S | Spread Out! | | W | Head to Waypoint! | | T | Man a Turret | | X | Command Declined | | | | V for Very Quick phrases | A | Anytime | | B | Best you can do? | | C | Cease fire! | | D | i Don't know | | E | Excellent! | | F | Fantastic! | | G | Great shot! | | H | Hail (Salute) | | M | Move! | | N | No | | Q | Quiet! | | R | need Reconstruction | | S | Sorry | | T | Thanks | | V | Help! | | W | Wave | | X | Stop! | | Y | Yes | | Z | Zero chance against me | | | | W for Warnings | A | Incoming Aircraft! | | C | Cloaked Enemy detected! | | M | Incoming MAX units | | S | Warning! Sniper! | | T | Incoming Troops | | V | Incoming Vehicles | | X | All Clear |
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6.9.
Sanctuary Map and Building Legend
6.10.
Command List
| Command | Shortcut | Function | Parameters | | | | | | | Chat Specific | | | | | | | | | | /broadcast | /b | Broadcast chat, only in Friendly SOI | /b | | /com | | Global Chat. CR5 | /com[ all || Sanc || ] | | /command | /c | Command Chat. CR2 or higher | /c | | /ignore | | Ignore specified players message | /I [ add || remove ] | | /local | /l | Chat with people in nearby | /l | | /macro | | Creates a hot key assignment | /macro | | /outfit | /o | Chat with Outfit members | /o | | /report | /rep | Send a message to Higher commanders | /report | | /squad | /s | Chat with Sqad mates | /s | | /tell | /t | Send a direct message to another player | /t | | Backspace | | Reply to last person who sent a tell | [Hit backspace] | | | | | | | Squad | | | | | | | | | | /accept | /yes | Accept an invite to a squad | /[yes || accept ] | | /cancel | | Cancel an invite to a squad | /cancel | | /decline | /no | Decline an invite to a squad | /[no || decline] | | /disband | | Disband a squad | /disband | | /invite | | Invite a player to a squad | /invite | | /kick | | Kick a player from a squad | /kick | | /leave | | Leave a squad | /leave | | /promote | | Promote a player to squad leader | /promote | | /voice_amplifyin | | Enable amplification coming in | /voice_amplifyin | | /voice_amplifyout | | Enable amplification coming out | /voice_amplifyout | | /voice_connect | | Connect to a voice session | /voice_connect | | /voice_disconnect | | Disconnect from voice session | /voice_disconnect | | /voice_enableloopback | | Enable Loop back | /voice_enableloopback [ True || False ] | | /voice_enablevox | | Enable Voice activation | /voice_enablevox [ True || False ] | | /voice_host | | Start Voice hosting | /voice_host | | /voice_isconnected | | Check if connected to a voice host | /voice_isconnected | | /voice_kill | | Stop Voice hosting | /voice_kill | | /voice_remotehost | | | | | /voice_setcodec | | | | | /voice_setvoxdelay | | Set delay for voice activation | /voice_setvoxdelay | | /voice_setvoxlevel | | Set Voice activation level | /voice_setvoxlevel | | /voice_who | | See who is connected to Voice | /voice_who | | | ALT+ | Tell to a member in a squad | ALT+ | | | | | | | Outfit | | | | | | | | | | /outfitaccept | | Accepts an outfit invite | /outfitaccept | | /outfitcancel | | | | | /outfitcreate | | Create an outfit | /outfitcreate | | /outfitdecline | | Declines an outfit invite | /outfitdecline | | /outfitform | | Form an outfit from squad (must of 10 members) | /outfitform | | /outfitinvite | | Invite a player to the outfit | /outfitinvite | | /outfitkick | | Kick a player from the outfit | /outfitkick | | | | | | | Misc | | | | | | | | | | /alarm | | Set an alarm | /alarm | | /appeal | | Make a request to the GM | /appeal | | /bug | | Report a bug in game | /bug | | /emp | | Sets off EMP if CUD is in hand | /emp | | /filter | | Turns Profanity Filter on/off | /filter | | /friend | | Add or remove players to friends list | /friend [ add || remove ] ... | | /help | H | | | | /loc | | Displays current location | /loc [] | | /quiet | | Quiet Betty | /quiet | | /quit | /q | Quit PS (why would you do that???) | /quit | | /recall | | Recall back to Sanctuary | /recall | | /save | | Save Character information | /save | | /showenemy | | Shows enemy players on map if CUD is in hand | /show enemy | | /showfriendly | | Shows friendy players on map if CUD is in hand | /showfriendly | | /shutup | | Quiet the announcer | /shutup | | /sync | | Checks if client is in sync with server | /sync | | /time | | Displays current real and game time | /time | | /who | | Check if a player is online or team sizes | /who [ || teams ] | | | | | | | | | | | | Command | Shortcut | Function | Parameters | | | | | | | Keyboard | | | | | | | | | | | [ | Zoom in on radar | | | | ] | Zoom out on radar | | | | ALT+N | Toggle Names above characters | | | | I | Brings up inventory icon | | | | M | Brings up m | | | | O | Brings up Character info menu | | | | P | Brings up Player menu for Squad, Friend, and find squad | | | | Shift+C | Toggles Chat pane on/off | | | | Shift+M | Toggles Player Management menu | | | | Shift+O | Brings up outfit menu | | | | Shift+P | Toggles help Star pop up | | | | Shift+R | Toggles Radar on/off | | | | shift+V | Brings up vehicle menu | | | | Shift+Z | Toggles Smooth Zoom on/off | | | | | | | | | | | | | Map Screen | | | | | | Toggles | | | | | | | | | | B | Toggles Battleplans on/off on map | | | | E | Toggles Equipment on/off on map | | | | F | Toggles Facility warnings on/off on map | | | | O | Toggles Hotspots on/off on map | | | | Q | Toggles Squad on/off on map | | | | R | Toggles NTU resource levels on/off on map | | | | S | Toggles SOI on/off on map | | | | T | Toggles Text on/off on map view | | | | W | Toggles Weather on/off on map | | | | | | | | | Actions | | | | | | | | | | C | Centers camera on current position | | | | G | Brings up Global view from map screen | | | | X | Zooms out | | | | Z | Zooms in | | | | | | | | | | |
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6.11.
Using the Map
|
The Map Legend gives a general overview of what certain
symbols on the map mean. - Instant
Action Hot Spots represent areas that have seen recent combat.
Hot Spots are a good indication of where you might find some action.
They are also used to choose a spawn location when players use Instant
Action.
- Respawn at
Facility represents a location where a player may respawn upon
death. This icon may be found over the nearest friendly base, the
nearest friendly tower or any base that the players has manually bound
their matrix to.
- Respawn at
AMS represents an Advanced Mobile Unit that the player may
respawn to after being killed. This icon may be found over the nearest
friendly AMS or any AMS that the player has manually bound their matrix
to.
- New
Conglomerate SOI represents the sphere of influence surrounding
any base controlled by the New Conglomerate.
- Terran
Republic SOI represents the sphere of influence surrounding any
base controlled by the Terran Republic.
- Warpgate represents
a warpgate that will transport players and their vehicles to another
continent.
- Warpgate
Destination
- Vanu
Sovereignty SOI represents the sphere of influence surrounding
any base controlled by the Vanu Sovereignty.
In addition to the symbols defined in the legend, the following are also
important: - If a facility has a flag symbol over it, it has been hacked by an opposing Empire, which can be
identified by the color of the icon.
- If the facility has
a lightning bolt symbol over it, its generator has been
destroyed and the facility is not being powered.
- If a facility has a yellow
circle over it, instead of an Empire SOI symbol, then it is
neutral and not under any Empire's control.
- The percentages printed over each SOI indicate the amount of NTU's currently available
to power the base.
- A vertical
rectangle over a base indicates that the spawn tubes there have
been destroyed and players may not spawn there.
The Actions Toolbar allows you to adjust your view of the
map in various ways. - Global View changes the map view from the continental view to view of the entire
planet.
- Zoom In will zoom in on the map, revealing finer detail and tower locations. You
may also use a Wheel Mouse to zoom in by scrolling up with it.
- Zoom Out will zoom out on the map. You may also use a Wheel Mouse to zoom out by
scrolling down with it.
- Center will focus your view on the center of the map if you have panned away in
any direction.
The Command Toolbar triggers the use of Command Abilities
as long as the player has the requisite Command Rank to use those abilities. - Toggle
Friendlies triggers the use of the "See All
Friendlies" Command Ability.
- Toggles
Enemies triggers the use of the "See Enemies" Command
Ability.
- Add Waypoint allows a Squad Commander to set waypoints for their Squad.
Toggles Toolbar - Text toggles the Text Display over bases, warpgates and towers.
- NTU Levels toggles the NTU Display over bases.
- Equipment is not used and functionality for it may be implemented in the future.
- SOI toggles the Sphere of Influence indicator over bases and towers.
- Facility
Warnings toggles the display of the facility warnings,
including hacked facilities, destroyed generators and destroyed spawn
tubes.
- Squad toggles the display of your squadmates' positions.
- Hotspots toggles the display of Hotspots.
- Weather toggles the display of Weather Fronts.
- Battleplans toggles the display of Battleplans drawn by a squad Commander.

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6.12.
Trouble Shooting
6.13.
TeamSound
|
To use a dedicated TeamSound server in PlanetSide, do the
following: - Copy the pscs.exe
file from the wiredred subfolder of the PlanetSide install directory to
whatever computer you want to be the host server.
- Run the pscs
executable on the host machine by double-clicking on it or by running it
from the command line (you can give it the optional /port command line
argument if you wish to use a port other than 37000, which is the
default for example, pscs.exe /port 36000). This should
create a little server icon in your system tray that says
"PlanetSide Conference Server" when you mouse-over it. You can
stop this server at any time by right-clicking on the icon and selecting
"Exit".
- Make sure you have
the IP address of the host machine. If you don't know the address, you
can get it by running the ipconfig utility on Windows XP or 2000 or the
winipcfg utility on Windows ME.
- In PlanetSide, join
or form a squad with no active voice host.
- Bring up the Organizational
Info dialog (by default, press the P key).
- Click the Start
Hosting Voice button, which should bring up the Voice Host
Setup dialog.
- Select the Remote
Host toggle button and enter the IP address of the machine
running the host server (note that if you changed the port the host is
using you must enter that port here as well).
- Select the Start
Server button. This should create the voice session for your
squad and send invitations to all squad members inviting them to join
in. You should connect to the server automatically.
Unfortunately, since the server is running on another machine, PlanetSide
will not be able to validate that the server is functional and invitations
will go out to all squad members to join it even if it is not running. If
something has gone wrong and your squad members can't join your conference,
you as the designated voice host will have to shut it down in game by going
back to the Organizational Info dialog and clicking the Stop
Hosting Voice button before trying again.
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6.14.
Credits
|
DEVELOPMENT TEAM Executive Producer Rich "Twist "Lawrence Producer David "SmokeJumper "Georgeson Creative Director Kevin "Stryker "McCann Designer Terrence "SolisInvictis "Yee Programming Lead Don Neufeld Senior Technology
Architect John W Ratcliff Programmers Roy Fleck Bradley "BigDevDawg"Heinz Scott Martin Bob "Condor "Mitchell Scott "NothingMan "Musler Robert "SitDog "Sitton Stephen "TheMotherB!&@$"Wang Art Director Tramell "TRay"Isaac Art Team Doug "EZpickins "Batson Brett "Sparky "Briley Fisa "MsSpella "Castellanos Mike "ELX13 "Chubb Niraj "NearRidgeX7 "Desai Arash "LovesSarahAndSasha "Keissami Joe "Edge "Marullo Andrew "rogue13 "Risch Josh "theFerret "Robinson Lance Thornblad Jason "Spyder "Webb Ian Wall Mission Layout Peter Chang Dave "CaterpillaR "Kuykendall Associate Producers Rob "Daruka "Matzker Danny "Blackbird "Han Community
Representative Victor "Sporkfire "Wachter Administration Minda "TeamMom"Barlogio EXTERNAL TALENTS PROGRAMMING Lodestone Games LLC 300 West Main
Street -Suite 202 Charlottesville,VA 22903 Technical and
Programming Lorin "Deadmeat "Jameson Matt "Hazmatt "Shaw Ed "Whitehead "Teffeau Colin "Lokist "Shannon Paul "HuggyBear "Suggs Kyle "Souper Trouper "Forbes Art and Particle
Effects Jeff "Quarters"Hanna Greg "ReapinWombat"Grimsby Brian "FatherIreland"Traficante Chris "Freakshot"Woodum
PlanetSide made
with Karma Game Dynamics. Math Engine,Karma and The Math Engine and Karma Logos are
registered trademarks or trademarks of Math Engine PLC,used under license
PlanetSide uses Bink Video. ©1997-2003 by RAD Game Tools,Inc.
PlanetSide uses Granny Animation. ©1999-2003 by RAD Game Tools,Inc.
PlanetSide uses Miles Sound System. ©1991-2003 by RAD Game Tools,Inc.
Real-time voice communications powered by TeamSound™, © 2000-2003,
WiredRed Corporation. TeamSound and the TeamSound logo are trademarks of
WiredRed Corporation. All rights reserved. This software includes voice
compression provided by HawkVoice, copyright 2002 by Hawk Software. The full
source code to HawkVoice can be downloaded from http://www.hawksoft.com SOUND EFFECTS PCB Productions Director of Audio Keith Arem Sound Design Steve Robinson Mark Lanza Jonathan Wareham Recorded at PCB Studios,California MUSIC Composed and Recorded by Don Ferrone Sounds included in this recording are from the Percussive
Adventures Sound Library, produced by Christopher Page for East-West
Communications,Inc. Orchestral samples included in this recording from the
Vienna Symphonic Library QUALITY ASSURANCE VP Customer Service
and Quality Assurance George Scotto Quality Assurance Manager Tony Rado Quality Assurance
Supervisor Jose Araiza Planetside QA Lead Ed Hocking Planetside Quality
Assurance Team Jason "PSI"Biltz Gary "Wildboar"Binkley Chris "The Puppy Juggler"Fritchoff Nick "Kruel"Herres Chris "Teldarian"Phillips Adam "RustyTheNarcoLepticDog"Powers Eric "Peeps"Sison Adam "Slappy"Stevens Rob "Bishop"Thompson Rian "Trace"Trost Quality Assurance
Compatibility Ryan "Ronin "Antonelli Jason Zimmerman CUSTOMER SERVICE Director,Customer
Service Thomas Terrazas Technical Support
Customer Service Manager Victor Ramirez PlanetSide Customer
Service Manager Gary Matthews OFFLINE TRAINING Sound Manager Joe Hight Voice Talent Fryda Wolff SALES AND MARKETING Sr.VP Sales and
Marketing Donald Vercelli Sales and Marketing
Team Scott (Malice) McDaniel Michael (Jaxdad) Lustenberger Lisa Leyba Chris Kramer Sean Kauppinen Christy Fritts Tamara Sanderson Katie Thomas Casey Dickenson Jennifer Belfield Thomas Taylor Ari Zgliniec Packaging Design
and Production Mike (Jack Handy)Meyer Manual Design and
Production Binary Jungle WEB TEAM Director of Web
Presence Nathan Pearce Art Director - Web Michael Murphy Web Team Nick Davison Paul Tighe Ian Wall Monte Greene Clayton Kroh Steven Fuller Tim “Grumpy Tim” Cox Travis Ball Elliot Feldman SPECIAL THANKS John "Smed "Smedley Russell "Osiruss "Shanks Adam Joffe Yair Landau Steven Pierce David Kish Loren Skeels Paul Zastoupil Jeff Bolaris Ben Hulse Thomas Farthing Dani Roisman Graeme Ing John Watson Mike Thompson Aaron Valdes Sandbag All the wonderful significant others of the Dev Team that
acted as life support for us while we made this game.
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6.15.
End User License Agreement
6.16.
PlanetSide Customer Support Contact Information
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If you have questions regarding technical issues or your account and/or
billing (i.e. Registration, Password Recovery, Subscribing, Cancellation,
and/or any other General Account and Billing problems), please contact Sony
Online Entertainment Customer Service at (858) 537-0898, 9am to 6pm PST,
Monday through Friday. Our help Customer Support staff will be happy to
answer all you questions. Technical, Account and billing inquiries can also be handled through email
and our Live Chat service. - For technical,
account and billing and general issues Live Chat service, please visit
"Chat
Live with Customer Support". Live Chat hours are 9am to
9pm PST, Monday through Friday.
- In addition, visit
our Knowledge Base for a comprehensive
auto-self-help system that is up to date with the latest information and
issues. It can also be found under the help link at the top right hand
side of PlanetSide website http://planetside.station.sony.com/ and click "search the station knowledge base" link.
Thank you, Sony Online Entertainment Customer Support
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Table Of Contents
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