SVW Secret Shop - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Role-Playing (https://discoverygc.com/forums/forumdisplay.php?fid=9) +--- Forum: Communication Channel (https://discoverygc.com/forums/forumdisplay.php?fid=59) +--- Thread: SVW Secret Shop (/showthread.php?tid=160181) |
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SVW Secret Shop - Secret Valley Workshop - 04-16-2018 ==**Open Encrypted Communication**== Here is were our most secretive customers can contact and request products or services from Secret Valley Workshop. Encrypted Communication.
►|| 2 X Stock || Docking Module : ► 135000000 S.C/UNIT [align=center]
Docking Module Cargo Space 5 Hit-Points 80,000 • Hardpoint Mount: Normal Carrier and Heavy Carrier The Docking Module provides a self contained small space craft service and maintenance bay. Complete with inertia restraint fields and pressurised access for passengers and crew, this module is the preferred way to upgrade existing ship classes to allow small space craft operation. This docking module may be fitted to any ship with sufficient hold capacity. Vessels equipped with a Docking Module can allow 1 fighter or 1 bomber to dock to their ship per Docking Module equipped. No other class of ship can currently dock to vessels equipped with a Docking Module. To dock to a vessel with a Docking Module equipped you first must be within docking range (200-300m); when in range merely press dock. This will send a request to the vessel with the Docking Module notifying him/her that you wish to dock. They must target you and type /allowdock. • You cannot sell anything to the equipment or commodity vendors on the vessel you dock to. • When you undock you will appear near the vessel you are docked with, even if it has moved between systems. If vessel you are docked with docks to a player base or NPC base and you undock, you will appear outside whatever base the vessel docked to. • If the vessel with the docking module is killed, you will spawn 100k below the center of the map. • To remove docked ships from your bays, type /jettisonship <shipname>. Shipname is case sensitive.
Docking Module Here is some information on Docking Modules and the required commodities the factory will need to construct this item: • Cargo Requirements: 5 Cargo space • Hardpoint Mount: Normal Carrier and Heavy Carrier • 5,000 Reinforced Alloy • 20,000 Industrial Hardware • 10,000 Plasfoam Conduits • 10,000 Robotic Hardware • 5,000 Hull Segments • 5,000 High Performance Alloys
►|| 1 X Stock || Cloaking Device Mk1 (small) : ► 175000000 S.C/UNIT ►|| 0 X Stock || Cloaking Device Mk2 (medium) : ► 280000000 S.C/UNIT ►|| 0 X Stock || Cloaking Device Mk2 Advanced (large) : ► 450000000 S.C/UNIT ►|| 0 X Stock || Cloaking Device Mk3 (Transport) : ► 330000000 S.C/UNIT Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device. Cloaking Device Mk I (small) • Cargo Requirements: 25 • Cargo Hold Limit: 120 • Time to Cloak when activated: 3 seconds • Fuel Consumption Rate: 8 Light Batteries per second while the cloak is active This device is suitable for mounting on small ships such as Fighters, Bombers, Freighters . Cloaking Device Mk II (medium) • Cargo Requirements: 200 • Cargo Hold Limit: 900 • Time to Cloak when activated: 20 seconds • Fuel Consumption Rate: 4 Light Batteries per second while the cloak is active This device is suitable for mounting on Gunboats, and Cruisers. Cloaking Device Advanced Mk II (large) • Cargo Requirements: 450 • Cargo Hold Limit: 900-2199 • Time to Cloak when activated: 60 seconds • Fuel Consumption Rate: 1 Light Batteries per second while the cloak is active This device is suitable for mounting on Battlecruiser, Battleship, Heavy Carrier, Dreadnoughts. Cloaking Device Mk III (transport) Cargo Requirements: 200 Cargo Hold Limit: 2200+ Time to Cloak when activated: 20 seconds Fuel Consumption Rate: 1 Heavy Battery per second while the cloak is active This device is suitable for mounting on transport ship. • Typing /cloak will activate the cloak and begin its Time to Cloak delay; when this delay is over your vessel will cloak itself. Fuel is consumed during the Time to Cloak delay. Here is some information on Cloaking Device and the required commodities the factory will need to construct this item: - Cloaking Device Mk I (small) • 40,000 Reinforced Alloy • 10,000 Industrial Hardware • 6000 Plasmonic Metamaterials • 5 Nomad Fighter Remains • 2 Nomad Gunboat Remains • 1 Nomad Battleship Remains - - Cloaking Device Mk II (medium) • 80,000 Reinforced Alloy • 20,000 Industrial Hardware • 12,000 Plasmonic Metamaterials • 10 Nomad Fighter Remains • 4 Nomad Gunboat Remains • 2 Nomad Battleship Remains - - Cloaking Device Advanced Mk II (large) • 120,000 Reinforced Alloy • 30,000 Industrial Hardware • 18,000 Plasmonic Metamaterials • 15 Nomad Fighter Remains • 6 Nomad Gunboat Remains • 3 Nomad Battleship Remains - - Cloaking Device Mk III (transport) • 80,000 Reinforced Alloy • 20,000 Industrial Hardware • 12,000 Plasmonic Metamaterials • 10 Nomad Fighter Remains • 4 Nomad Gunboat Remains • 2 Nomad Battleship Remains
►|| 1 X Stock || Cloak Disruptor Type-1 : ► 350000000 S.C/UNIT ►|| 1 X Stock || Cloak Disruptor Type-2 : ► 350000000 S.C/UNIT ►|| 2 X Stock || Cloak Disruptor Type-3 : ► 350000000 S.C/UNIT Vessels equipped with a Cloak Disruptor will be able to uncloak nearby cloaked ships. The range of the Cloak Disruptor depends on the type. • Usage: By typing /disruptor or by setting a key ( Options > Multiplayer .tab > Cloak Disruptor ON/OFF ). Cloak Disruptor Type 1 • Range: 3k • Hardpoint Mount: Snubs, Transports, Gunboats. Cloak Disruptor Type 2 • Range: 6k • Hardpoint Mount: Destroyers, Cruisers and Battlecruisers. Cloak Disruptor Type 3 • Range: 9k • Hardpoint Mount: Battleships, Carriers and Dreadnoughts. Here is some information on Cloaking Disruptor and the required commodities the factory will need to construct this item: - - Cloak Disruptor Type 1,2 & 3 • 20,000 Iridium • 20,000 Reinforced Alloys • 10,000 Energy Field Equipment • 10,000 Super Alloys • 10,000 Tungsten • 10,000 Plasmonic Metamaterials • 10,000 Magnetic Superconductors
►|| 0 X Stock || Jump Drive Series II : ► 350000000 S.C/UNIT ►|| 0 X Stock || Jump Drive Series III : ► 400000000 S.C/UNIT ►|| 0 X Stock || Jump Drive Series IV : ► 450000000 S.C/UNIT Jump drives are items that allow the vessel the are mounted on to jump to a pre-set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner. There is no range on how far a jump drive can move you, you're limited only by the coordinates that you have. Jump Drive Module Series II The Series II Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source. This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass. • Cargo Requirement: 0 • Jump Type: Single ship • Powercore Requirement: 3,600,000 • Charge Time: 60 seconds • Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second. • Ships that can use: Battlecruisers and light carriers & Battleships, dreadnaughts, and heavy carriers. Jump Drive Module Series III The Series III Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurably small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source. This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of significant size and mass but uses massive quantities of fuel. • Cargo Requirement: 0 • Jump Type: Single ship • Powercore Requirement: 7,000,000 • Charge Time: 30 seconds • Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second. • Ships that can use: Battleships, dreadnaughts, and heavy carriers. Jump Drive Module Series IV The Series IV Hyperspace Jump Drive Module creates a wormhole to move a ship between any two points in Einsteinian space in an immeasurable small time. Care must be taken that the destination hyperspace coordinates have been adequately surveyed or the ship may jump randomly into a gravity point source. This module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. This module has the ability to jump a ship of moderate size and mass and uses massive quantities of fuel. It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships. •Cargo Requirement: 0 • Jump Type: Multi Ship • Powercore Requirement: 7,000,000 • Charge Time: 200 seconds • Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second. • Ships that can use: Battleships, dreadnaughts, and heavy carriers. Typing /charge will begin charging the drive, fuel is consumed at this time. Once the charge reaches 100% it will hold there and continue to consume fuel until you type /jump at which point you will jump. If you entered hyperspace coords using the /setcoords <coords> you will jump to that location; otherwise you will perform a blind jump to a random location. When you use the /setcoord command, it will confirm the location (system) in which you will be jumping to, if you enter the coords incorrectly or they are out of date, you will get a parity error. Here is some information on Jump Drive and the required commodities the factory will need to construct this item: - - Jump Drive Series II • 75,000 Reinforced Alloy • 1,000 Gravity Field Stabilizers • 10,000 Critical Temperature Alloy • 15,000 Industrial Hardware • 15,000 Robotic Hardware • 10,000 Argentium Silver • 5,000 Magnetic Superconductors - - Jump Drive Series III • 90,000 Reinforced Alloy • 5,000 Gravity Field Stabilizers • 15,000 Critical Temperature Alloy • 21,000 Industrial Hardware • 15,000 Robotic Hardware • 20,000 Argentium Silver • 15,000 Magnetic Superconductors - - Jump Drive Series IV • 110,000 Reinforced Alloy • 5,000 Gravity Field Stabilizers • 10,000 Critical Temperature Alloy • 30,000 Industrial Hardware • 25,000 Robotic Hardware • 35,000 Argentium Silver • 15,000 Magnetic Superconductors
►|| 0 X Stock || Hyperspace Survey Module Mk I : ► 300000000 S.C/UNIT ►|| 0 X Stock || Hyperspace Survey Module Mk II : ► 350000000 S.C/UNIT ►|| 0 X Stock || Hyperspace Survey Module Mk III : ► 400000000 S.C/UNIT Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners. Hyperspace Survey Module Mk1 The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk1 module is the smallest module available and takes the longest to complete a survey. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 7 days. Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. • Cargo Requirement: 800 • Powercore Requirement: 100,000 • Run Time: 100 seconds • Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second • Survey Life: 30 days (Length of time before the survey's coordinates are good for) • Survey Accuracy: 60k Hyperspace Survey Module Mk2 The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk2 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days. Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. • Cargo Requirement: 600 • Powercore Requirement: 100,000 • Run Time: 100 seconds • Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second • Survey Life: 30 days • Survey Accuracy: 30k Hyperspace Survey Module Mk3 The Hyperspace Survey Module measures the hyperspace coordinates for a point in Einsteinian space. The Mk3 module can only be mounted by large transport ships. The ship must not move during a survey or the survey must be restarted. Hyperspace coordinates surveyed by this module remain accurate for approximately 30 days. Like the Hyperspace Jump Drive Module this module has an integated multi-mode fusion power plant that can run on a variety of fuels although MOX is considered the most efficient. • Cargo Requirement: 400 • Powercore Requirement: 100,000 • Run Time: 1000 seconds • Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second • Survey Life: 30 days • Survey Accuracy: 10-15k Hyperspace Survey Module Mechanics In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command. Code: /survey Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this: In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command: Code: /setcoords <coords> Where <coords> is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning: If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successfully this Hook message will appear: Here is some information on Hyperspace Survey Module and the required commodities the factory will need to construct this item: - - Hyperspace Survey Module Mk I • 125,000 Reinforced Alloy • 15,000 Industrial Hardware • 15,000 Optronic Arrays • 5000 Quantum Arrays • 15,000 Robotic Hardware - - Hyperspace Survey Module Mk II • 156,000 Reinforced Alloy • 20,000 Industrial Hardware • 15,000 Optronic Arrays • 10,000 Quantum Arrays • 15,000 Robotic Hardware - - Hyperspace Survey Module Mk III • 185,000 Reinforced Alloy • 25,000 Industrial Hardware • 20,000 Optronic Arrays • 10,000 Quantum Arrays • 20,000 Robotic Hardware ►|| 0 X Stock || Hyperspace Matrix Module Mk1 : ► 500000000 S.C/UNIT Here is some information on Hyperspace Matrix Module and the required commodities the factory will need to construct this item: • 90,000 Reinforced Alloys • 5000 Gravity Stabilizers • 15,000 Critical Temperature Alloys • 21,000 Industrial Hardware • 15,000 Robotic Hardware • 20,000 Argentium Silver • 15,000 Magnetic Superconductors Attention: These values will increase by 10% for the work of performing the RP and delivery.
Before you place your order, see below the specifications made by one of the most knowledgeable in these weapons: Sherry Aguilar & Ezrael Vertiga Commander and Captain of Battleship Apahanta FEUERBALL Light Fighter Heavy Overcharge Cannon This makes our Rovers actually combat-capable Class 6 Light Fighter Gun Type Plasma 3150 Hull Damage 1575 Shield Damage 693 Energy consumed per shot 1.00 Refire 4.5455 Efficiency Rating 600M/s Speed 660M Range Those things are constructed with rather hard to get materials. We will produce them only if really, really necessary. In the meantime, we can rely on the two sets we salvaged and the HAMMERFALL codenames sold at Freeport 11. ACROBATIC Limited Edition Cannon Looks nice. Is nice. Is expensive as fuck. Class 8 Very Heavy Fighter Gun Type Neutral 580 Hull Damage 290 Shield Damage 141 Energy consumed per shot 4.00 Refire 4.1135 Efficiency Rating 750M/s Speed 675M Range If we get some, we should sell them, definitely. SUPERSONIC Manual Aim High-Speed Photon Cannon If one fires, all the others fire as well. Class 9 Very Heavy Fighter Gun Type Photon 280 Hull Damage 140 Shield Damage 71 Energy consumed per shot 8.33 Refire 3.9437 Efficiency Rating 800M/s Speed 570M Range We found a set of those at the [REDACTED] and sold them to a collector. Apparently, those guns are linking with each other. If one fires, all of the others fire as well. That is the only disadvantage. TDGWM5K Pulse Cannon Captain Vertiga calls it "The Mudskipper" for some reason. Class 9 Very Heavy Fighter Gun Type Pulse 20 Hull Damage 340 Shield Damage 89 Energy consumed per shot 8.33 Refire 3.8202 Efficiency Rating 750M/s Speed 600M Range → Side note: - I think Mudskipper is a good name for a gun. Better than TDGWM5K. - Ezrael THUNDERWAVE Neutral Super-Speed Cannon Our teams are still on that one. Class 9 Very Heavy Fighter Gun Type Neutral 336 Hull Damage 168 Shield Damage 68 Energy consumed per shot 8.33 Refire 4.9412 Efficiency Rating 600M/s Speed 600M Range We found two sets and sold them. "Coup de Grace" Cruiser BLASTER Turret Short range, quick refire. The Cultists attacked the Cortez system in mid-February 825 and Captain Vertiga's girlfriend managed to loot one exemplar of those from the battlefield. It was one of two crates in her cargo bay that filled the entire hold. A Gallic prototype cruiser weapon, intended as a "finisher" on very close targets. The weapon has an impressive power output, high speed and quick refire, but lacks range compared to similar guns. Cruiser Heavy Slot Turret Type Neutral 18.000 Hull Damage 9.000 Shield Damage 45.000 Energy consumed per shot 1.33 Refire 1.000M/s Speed 1.000M Range Weird combination. Ships will rarely get close to a cruiser, and a cruiser will not get close to a battleship. There are better weapons of choice for cruiser-type ships. But hey, Gallia surely knows what they are doing. WACISFN Cruiser ION BLASTER Cruiser-scaled Heavy Ion Cannon This unusual cruiser weapon is a development by the mysterious "Cult of Technology", and a very small number have been salvaged from their wreckages. The massive ion charge it fires neutralizes a target's power supply, draining huge amounts of energy from the ship's reactor. On a shielded vessel however, the neutralization will occur before affecting the ship's systems, making it suitable only against unprotected targets. Cruiser Heavy Slot Turret Type Ion 2 Hull Damage ? Shield Damage 1.000.000 Power Damage 26.666 Energy consumed per shot 0.03 Refire 1.500M/s Speed 1.800M Range This weapon has a very long recharge time, but it does weaken the power core of the target, if it is unshielded, vehemently. This is good for capture operations or support. Otherwise, like the bigger counterpart, it is more of a wasted opportunity for other heavy slot-compatible weaponry. We have no idea what WACISFN is supposed to mean. MAULER Cruiser Turret Cruiser-scaled GALE Cannon! Very little information is available about this weapon, but it appears to be a cruiser equivalent of the Battleship GALE Cannon, which implies that it shares the backstory of that one. Which means not even those who found them know who made those. We however have the plans to build them ourselves now. Speed between Mortar and Heavy Mortar, range is more than two Ks and the damage is quite heavy. Pretty useful if we had a cruiser for those. Cruiser Heavy Slot Turret Type Neutral 45.000 Hull Damage 22.500 Shield Damage 62.500 Energy consumed per shot 0.50 Refire 750M/s Speed 2100M Range I'm sure people would pay well for those turrets. They are a good alternative to Light Mortars. W+7754KT Cruiser REPEATER Turret A Matchmaker Rapid-fire cruiser weapon of unknown origin. This "Repeater" turret is an allrounder weapon, suitable for use against a wide range of targets. It is technologically closely related to other cruiser weaponry of its type, but calibrated for a much higher fire rate. With other words, whoever did this, knows how to tune-up weapons. Cruiser Heavy Slot Turret Type Neutral 4.900 Hull Damage 2.450 Shield Damage 59.848 Energy consumed per shot 3.03 Refire 1.000M/s Speed 1.700M Range Range is good enough to annoy battleships with it, while the speed is fast enough to hit gunboats if not even snubs. State of the art. BREAKER Battlecruiser Turret Nasty cannons. Not much is known about those guys, but they are nasty. Other capitals need to be extremely careful if a battlecruiser with those is around. Battlecruiser Heavy Slot Turret Type Neutral 28.000 Hull Damage 14.000 Shield Damage 70.000 Energy consumed per shot 0.67 Refire 800M/s Speed 2.750M Range High range, high speed, constant pressure. We had an easy time dodging Light Mortars, but ships with those things will hit guaranteed and often. And heavy enough. This gun is made to fight capitals. Battlecruiser Particle Pulse Accelerator Cannon PPAC, or Battlecruiser Volley Cannnon Captain Vertiga's girlfriend found one of those on the battlefield in Cortez during a Cultist Invasion and brought it to the Apahanta. This gun seems to be working similarly to the Battleship Volley Cannon the Cultists used against us in that very fight. We do have building plans for both the battlecruiser- and the battleship variant. Battlecruiser Heavy Slot Turret Type Neutral 4x10.000 Hull Damage 4x20.000 Shield Damage 50.000 Energy consumed per shot 0.33 Refire 1.200M/s Speed 2.004M Range Those things are incredibly powerful in melee, dealing massive damage, especially against shields. They are very inaccurate and work like a shotgun with spread. The closer you come, the more likely it is that your face will get blown off. Never allow a Volley Cannon or PPAC to get close to you. Never. Battleship EMP Flak Turret A good way to deshield snubs Those were the first weapons we built ourselves in the Apahanta's workshop. The EMP Flak fires, compared to the normal Flak arrays, rather fast EMP payloads within a short-to-medium range. It is an effective tool to break snub piles and make them stay in the distance, giving our navigator more space for manouvers. Battleship Secondary Slot Turret Type EMP 2 Hull Damage 10.000 Shield Damage 320.000 Energy consumed per shot 1.00 Refire 600M/s Speed 1.000M Range Combined with normal flaks, those things can cause mean AoE damage against snub groups and bombers. One or two are enough, though. MK-81 Battleship Autopulse Turret Spray and pray pulse pressure. The MK-81 is a newly developed pulse-type weapon built by the Coalition. With enemies such as the Corsairs fielding many large warships, there was a need for a specialized weapon built specifically to take down heavy shielding on large targets. The MK-81 is not designed for precision shooting, but rather for creating a heavy barrage of powerful EMP fire, suppressing capital ships at long range. Battleship Primary Slot Turret Type EMP 1.000 Hull Damage 14.000 Shield Damage 50.000 Energy consumed per shot 3.03 Refire 900M/s Speed 4.050M Range One or two of those guns might be a good investation against battleships and smaller capitals. Pressure is always a good thing. Kreisky DUAL GATLING LASER Turret Snub pilots will hate you - which is okay, though, since they die. This new design is a cooperative effort between the Red Hessians and the Coalition. Unlike most other capital weaponry, it is actually based on fighter and freighter turrets, scaled up massively to create a very rapid fire laser turret to engage small ships. Although the individual shots are weak, the sheer volume of fire the double-barreled weapon provides makes it terrifyingly effective against any smaller craft threatening a red capital ship. Battleship Primary Slot Turret Type Neutral 1.200 Hull Damage 600 Shield Damage 12.000 Energy consumed per shot 6.67 Refire 2.000M/s Speed 1.500M Range There is a Liberty Dreadnought somewhere using those monsters along with a full Solaris network and Razors. Captain Vertiga saw it demolishing a Rogue Scylla without troubles. Salty people downvoted his video on the neural net. ORZLMUE Battleship EMP DISSIPATION FIELD Short-range EMP Field. Another unusual prototype of unknown, possibly non-human origin. This peculiar device functions by releasing massive EMP charges in a general area around the ship. Only a handful have been discovered, on a wrecked ship drifting in the Edge Worlds. The devices are likely developmental, although for what purpose they were created and by whom remains unknown. Battleship Primary Slot Turret Type EMP 400 Hull Damage 15.000 Shield Damage 1.250.000 Energy consumed per shot 0.04 Refire Instant Speed 1.000M Range We don't know yet whether this thing is able to destroy incoming warheads or anything, but it appears to be useful to damage snubs and gunboats within 1.000M around the device. The power consumption is high, which makes this weapon very situationally useful only. RBT-84h SLEDGE Heavy Battleship Turret Approach us and you will regret it. Rheinland prototype battleship weapon which never advanced past early trials. The Sledge followes typical Rheinland trends: A very heavy, slow firing, high powered weapon suitable for the use on Rheinland's massive battleships, and optimal against targets of equal size. The trials were promising, but the project was expensive and ultimately deemed unnecessary with the end of the Liberty conflict. A few of the remaining prototypes had apparently gone missing and have since shown up in unexpected places. And we have built five of those monsters. Battleship Primary Slot Turret Type Neutral 38.000 Hull Damage 19.000 Shield Damage 125.000 Energy consumed per shot 0.80 Refire 650M/s Speed 3770M Range They are evil. They destroy anything they hit and are a guarantee for us to always have enough distance to the enemy. Chainfiring those will allow us to keep constant pressure on hostile cruisers, battlecruisers and battleships, the latter two classes have been ripped apart by the Apahanta already. → Side note: - Those guns are monsters. And they are on our side. - Ezrael TERMINATOR Battleship Defense Turret Anti-cruiser/gunboat space spears. One of very few cooperative projects between Samura and Kishiro since the democratic coup, the TERMINATOR was developed at the government's request as a very high powered capital to deal with the Imperial's hit-and-run tactics. Although slower to fire than comparable weapons, the TERMINATOR carries incredible damage potential with only a few hits. Battleship Primary Slot Turret Type Neutral 5.700 Hull Damage 2.850 Shield Damage 37.000 Energy consumed per shot 2.50 Refire 1.500M/s Speed 1.500M Range More powerful but slower variants of the Dual Gatling Lasers, mostly aimed at fighting gunboats and snubs. A good alternative to a Thumper-Gatling-Laser mix. THUMPER Battleship Rapid-Fire Turret Anti-Cruiser Weapon. Very little is known about this weapon. Although it is clearly designed for the use on human capital vessels, its origins are unknown. The weapon has a high firing rate, optimized for the use against smaller targets - cruisers and gunboats. Battleship Primary Slot Turret Type Neutral 6.500 Hull Damage 3.250 Shield Damage 36.000 Energy consumed per shot 2.50 Refire 1.100M/s Speed 2.310M Range A more cruiser-focused variant of the Terminator and the Dual Gatling Laser. It is a good allrounder, though. RA-20 GALE Battleship Cannon Heavy Hellbore Cannons. The GALE is an ancient Corsair design, an ambitious project to create a weapon that is fast, powerful and has extensive range. The design succeeded in meeting these goals, but politics prevented it from entering production, as the family supporting the development of the now-universal RA-72 used their greater influence and wealth to suppress the GALE's adoption. The prototypes, dusty but functional, were recently rediscovered in a centuries-old abandoned warehouse on Crete. Battleship Heavy Slot Turret Type Neutral 105.000 Hull Damage 52.500 Shield Damage 465.000 Energy consumed per shot 0.50 Refire 700M/s Speed 4.900M Range Those would go well with the Sledges we have mounted, but then again, we have something better than this. Range isn't everything here. OA51VRU Battleship HEAVY ION BLASTER Good against superfluous heavy slots and power cores. Yours included. This unusual battleship weapon is a development by the mysterious "Cult of Technology", and a very small number have been salvaged from their wreckages. The massive ion charge it fires neutralizes a target's power supply, draining huge amounts of energy from the ship's reactor. On a shileded vessel however, the neutralization will occur before affecting the ship's systems, making it suitable only against unprotected targets. Battleship Heavy Slot Turret Type Ion 2 Hull Damage ? Shield Damage 2.000.000 Power Core Damage 40.000 Energy consumed per shot 0.03 Refire 1.500M/s Speed 3375M Range This thing is a waste of materials and we keep the blueprints only for the sake of selling it to other clients. MB10a LEWIS Battleship KINETIC Cannon Double-barrel hull-focused high-speed long-range projectiles. The Lewis is an archaic design, a true projectile weapon, firing 240mm explosive shells in a double-barrel configuration not unlike the weapons found on naval warships of the Sol era. used heavily by Bretonia in the early centuries of colonization, these weapons were made obsolete by shield technology, which renders this type of weapon useless. Most Lewis cannons were destroyed, but a small number still remain in museums or forgotten armories. Against an unshielded target, they are still as effective as ever. And the Apahanta uses two of those guns with success. Battleship Heavy Slot Turret Type Hullbuster 2x90.000 Hull Damage 2x45.000 Shield Damage 45.000 Energy consumed per shot 0.20 Refire 800M/s Speed 4.000M Range Very reliable, not too weak against shields either. Good speed, double-barrel. Good choice for sure. RBT-1000 "Schwerer Gustav" Battleship SIEGE Turret For the removal of stations only. An incredibly heavy, unwieldy weapon. This turret is Rheinland's answer to the problem of heavily fortified stations. It is a true siege weapon, useless against any moving target, but its ability to tear down fortifications is unparalleled even by the heavy Cerberus type. Some say it was designed for a Liberty invsation which never materialized, but whatever it purpose was, it was never used and only few exist today. Battleship Heavy Slot Turret Type Neutral 2x45.000 Hull Damage 2x22.500 Shield Damage 50.000 Energy consumed per shot 0.56 Refire 200M/s Speed 3.600M Range Double-barrel base remover cannons. They look nice but are too slow for anything useful. VOLÉE Battleship Cannon Melee Shotgun Heavy The Volée is a multi-shot, shotgun-type battleship defense weapon, designed to keep smaller ships away from the mighty Valor class. The Gallic capital ship doctrine focuses heavily on grand battleship warfleets, but the heavy, slow weaponry on these ships leaves them somewhat vulnerable to smaller, very close ships. The Volée was intended to alleviate this problem, but the doctrines have since changed to focus more on light support. Although a number of these weapons were produced, their fate is unknown. Until the Cultists showed up with those. Unlike the similarly working PPAC Battlecruiser turret, the Volley Cannon is not ion-based, meaning the damage to shields is normal. Battleship Heavy Slot Turret Type Neutral 4x25.000 Hull Damage 4x12.500 Shield Damage 28.125 Energy consumed per shot 0.50 Refire 1.000M/s Speed 2.500M Range Avoid getting close to these. NOTE: Payment must be deposited at Secret Valley Base Workshop in the amount of 1SC per unit SciData only after matching in discord: Hopewell#2432
Updated today 18/01/828 Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 06-19-2018 [19.06.2018 16:09:02] SVW|Equipment: Hello ... i delivery to you one Jump drive MK IV ... it's right with you? [19.06.2018 16:09:23] MNS-Moonlightning: thanks hopewell [19.06.2018 16:09:30] MNS-Moonlightning: money on that ship [19.06.2018 16:10:29] You have received 500.000.000 credits from MNS-Moonlightning [19.06.2018 16:10:44] MNS-Moonlightning: there you go hopewell 500 mill [19.06.2018 16:10:56] SVW|Equipment: Secret Valley Workshop build Equipments to all Sirius [19.06.2018 16:11:06] /conn [19.06.2018 16:11:25] Redirecting undock to Connecticut. [19.06.2018 16:11:25] /conn [19.06.2018 16:11:30] MNS-Moonlightning: yeah its best workshop of sirius [19.06.2018 16:11:56] SVW|Equipment: The SVW thanks [19.06.2018 16:12:06] Welcome to the Connecticut System. This is the server's PvP training area. [19.06.2018 16:14:07] SVW|Equipment: hello, Moonwalker [19.06.2018 16:14:09] MNS-Moonlightning: i am in space [19.06.2018 16:14:17] MNS-Moonlightning: hello friend [19.06.2018 16:14:39] MNS-Moonlightning: i am ready [19.06.2018 16:14:41] RNC-AnzeigeRaus: Ah! Damn Baguette [19.06.2018 16:14:44] SVW|Equipment: Secret Valley delivery one JD IV to you. Is are honor. [19.06.2018 16:15:09] MNS-Moonlightning: best work shop in all sirius [19.06.2018 16:15:30] MNS-Moonlightning: thanks ! [19.06.2018 16:15:39] 2018-06-19 19:15:40 SMT Traffic control alert: MNS-Moonlightning has requested to dock [19.06.2018 16:15:39] SVW|Equipment: Secret valley Workshop Thanks.[/color] Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 06-22-2018 [22.06.2018 12:33:15] MNS-Moonshadow: I'm sorry for what has happened yesterday but i was caught in "unexpected" RP - and i didn't see you [22.06.2018 12:35:15] [Delivery]Secret.Valley: Hello, mr. Shadow. You was interested in one Cloak Light MK 1 per 157 million? [22.06.2018 12:35:46] MNS-Moonshadow: I'm not so knoeledgeable in light cloaks, hence if it's the best one you can get on VHF then yes [22.06.2018 12:36:29] [Delivery]Secret.Valley: Ok .. i going delivery to you in conn in minutes. It ok to you? [22.06.2018 12:38:25] [Delivery]Secret.Valley: i ask to he [22.06.2018 12:38:46] 2018-06-22 15:38:46 SMT Traffic control alert: [Delivery]Secret.Valley has requested to dock [22.06.2018 12:38:53] Redirecting undock to Connecticut. [22.06.2018 12:38:53] /conn [22.06.2018 12:39:09] MNS-Moonshadow: yep, he asked me if i can wait [22.06.2018 12:39:15] MNS-Moonshadow: and i apologized aswell [22.06.2018 12:40:07] [Delivery]Secret.Valley: Mr. Shadow ... i delivery one Cloak Light to you now. [22.06.2018 12:40:20] MNS-Moonshadow: Yes, thank you. I was awaitng our presence [22.06.2018 12:40:40] MNS-Moonshadow: Is that the correct price? [22.06.2018 12:40:45] [Delivery]Secret.Valley: Secret Valley thanks to you preference. [22.06.2018 12:40:58] MNS-Moonshadow: I'm thankfull aswell, farewell *smiles* [22.06.2018 12:41:21] [Delivery]Secret.Valley: If you need equipment Tlak me, please [22.06.2018 12:41:28] MNS-Moonshadow: Be sure that i will [22.06.2018 12:41:29] 2018-06-22 15:41:29 SMT Traffic control alert: [Delivery]Secret.Valley has requested to dock [22.06.2018 12:41:42] [Delivery]Secret.Valley: Thanks[/color] Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 06-27-2018
[27.06.2018 07:48:23] [XXS]-Flying.Barrel: hello hopewell [27.06.2018 07:48:57] BMF|Barba.Negra: hello, Moonwalker. G'day, Brother [27.06.2018 07:50:58] [XXS]-Flying.Barrel: hopwell [27.06.2018 07:51:23] [XXS]-Flying.Barrel: aske MNS-san.Sebastian [27.06.2018 07:51:33] [XXS]-Flying.Barrel: he maybe is looking for a jump driver [27.06.2018 07:51:39] [XXS]-Flying.Barrel: for his bs [27.06.2018 07:52:18] BMF|Barba.Negra: good!! [27.06.2018 07:52:51] [XXS]-Flying.Barrel: aske him if he like to buy a jumper for bs [27.06.2018 07:52:54] MNS-San.Sebastian: hello can i ask you a question ? [27.06.2018 07:53:09] BMF|Barba.Negra: i have one and start build more one today [27.06.2018 07:53:22] [XXS]-Flying.Barrel: MNS-San,Sebastian now he is still there [27.06.2018 07:53:46] MNS-San.Sebastian: i needd jump drive for battleship [27.06.2018 07:53:47] [XXS]-Flying.Barrel: maybe a extra roleplay for you level 4 [27.06.2018 07:55:21] BMF|Barba.Negra: hello friend.Secret Valley has have one. I delivery in conn if you want per 500million [27.06.2018 07:56:07] BMF|Barba.Negra: he ask me [27.06.2018 07:56:28] MNS-San.Sebastian: sorry for maybe stupid question . but where it should be put ? [27.06.2018 07:56:34] [XXS]-Flying.Barrel: yeah i told him to ask you hope he buy one . [27.06.2018 07:56:45] MNS-San.Sebastian: because i have cloak device [27.06.2018 07:57:50] BMF|Barba.Negra: in my ranseur i have Cloak, JD IV and Hyperspace scanner Matrix MK 1. No problem. [27.06.2018 07:59:38] MNS-San.Sebastian: 1 question ..what for need matrix scanner? [27.06.2018 08:02:14] [XXS]-Flying.Barrel: he is going to buy one ? [27.06.2018 08:02:57] MNS-San.Sebastian: hey you here ? [27.06.2018 08:03:54] BMF|Barba.Negra: hey [27.06.2018 08:04:02] BMF|Barba.Negra: me here [27.06.2018 08:05:43] BMF|Barba.Negra: i use Matrix to scanner Coordinater to jump [27.06.2018 08:06:04] BMF|Barba.Negra: G'day [27.06.2018 08:06:09] SilversteinShipping: Hello [27.06.2018 08:11:54] MNS-San.Sebastian: if you here i agree [27.06.2018 08:12:10] MNS-San.Sebastian: you want 500 million for jump drive ? [27.06.2018 08:12:30] BMF|Barba.Negra: yep [27.06.2018 08:12:39] BMF|Barba.Negra: delivery in conn [27.06.2018 08:13:14] MNS-San.Sebastian: i send 500 million to this char ..ok?? [27.06.2018 08:14:01] BMF|Barba.Negra: not now, but in conn to char [Delivery]Secret.Valley [27.06.2018 08:15:02] MNS-San.Sebastian: ok [27.06.2018 08:15:08] BMF|Barba.Negra: i will log to delivery to you now [27.06.2018 08:15:46] BMF|Barba.Negra: wait few minutes, please [27.06.2018 08:21:52] SVW|Delivery: Hello, Sam Sebastian ... you need Jd IV. BMF| Barba Negra told me. Is true? [27.06.2018 08:22:09] MNS-San.Sebastian: yes [27.06.2018 08:22:55] SVW|Delivery: i delivery to you in conn per 500million now. It's ok? [27.06.2018 08:23:30] MNS-San.Sebastian: ok [27.06.2018 08:24:07] SVW|Delivery: in course. 5 minutes in conn, please [27.06.2018 08:27:06] Redirecting undock to Connecticut. [27.06.2018 08:27:06] /conn [27.06.2018 08:27:10] Welcome to the Connecticut System. This is the server's PvP training area. [27.06.2018 08:27:10] This system exists out of the roleplay environment and roleplay is not required here. [27.06.2018 08:28:11] SVW|Delivery: hello, San sebastian [27.06.2018 08:28:23] SVW|Delivery: wait, please [27.06.2018 08:28:26] MNS-San.Sebastian: please type in private channel [27.06.2018 08:30:43] SVW|Delivery: Ok ... i delivery one JD IV to you now. Ok? [27.06.2018 08:31:43] SVW|Delivery: Thank you to preference, San Sebastian [27.06.2018 08:31:44] MNS-San.Sebastian: thanks [/color] Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 07-04-2018
[04.07.2018 15:39:06] [XXS]-Flying.Barrel: so how selling stuff from SVW going ? [04.07.2018 15:40:49] [XXS]-Flying.Barrel: had all some new players that buy from SVW ? [04.07.2018 15:49:53] BMF|Barba.Negra: i don't sell more equipment [04.07.2018 15:50:50] [XXS]-Flying.Barrel: lets me buy a ship then i buy some from you [04.07.2018 15:50:58] [XXS]-Flying.Barrel: don't go [04.07.2018 15:52:30] White.Wolf: Moon i make a BH gunship [04.07.2018 15:52:37] White.Wolf: i come for a armor . [04.07.2018 15:52:43] White.Wolf: and maybe a cloak [04.07.2018 15:52:45] White.Wolf: ok [04.07.2018 15:53:09] White.Wolf: give moon a min [04.07.2018 16:02:14] White.Wolf: Moonwalker [04.07.2018 16:02:29] White.Wolf: ok Hopewell you have capital 6 armor [04.07.2018 16:02:42] White.Wolf: and a light cloak for gunship [04.07.2018 16:03:07] White.Wolf: don't tink mk2 and capital 6 can be mouned [04.07.2018 16:03:37] White.Wolf: so i buy a capital 6 and ligh tcloak from you waiting in conn [04.07.2018 16:03:47] BMF|Barba.Negra: SVW has Cloak MK II to sell [04.07.2018 16:04:01] White.Wolf: ok what cost it > [04.07.2018 16:04:24] BMF|Barba.Negra: 320 million [04.07.2018 16:04:41] White.Wolf: and a light cloak and capital 6 . ? [04.07.2018 16:04:57] BMF|Barba.Negra: but no have more CAU VI [04.07.2018 16:05:07] 2018-07-04 19:05:08 SMT Traffic control alert: BMF|Barba.Negra has requested to dock [04.07.2018 16:05:08] BMF|Barba.Negra: sold all [04.07.2018 16:05:10] White.Wolf: ok then mk 2 [04.07.2018 16:05:19] White.Wolf: i transfer money [04.07.2018 16:09:26] SVW|Delivery: I meet at Conn in 5 minutes.Please [04.07.2018 16:10:19] SVW|Delivery: Wait, i going to delivery a Cloak MK II to 320 million Sirius Credit [04.07.2018 16:12:29] White.Wolf: Hello there hopewill i am ready for the mk2 cloak [04.07.2018 16:17:27] SVW|Delivery: ok Going [04.07.2018 16:18:13] SVW|Delivery: 38k of Station to dock [04.07.2018 16:22:02] White.Wolf: there SVW|Delivery ship you have my MK 2 Great ! . [04.07.2018 16:22:43] SVW|Delivery: Hello, Wolf [04.07.2018 16:22:54] SVW|Delivery: Hi, there [04.07.2018 16:23:01] White.Wolf: hello there SVW [04.07.2018 16:23:06] MNS-SHADOW: I fear Vlad's going to be Mad xD [04.07.2018 16:23:15] SVW|Delivery: Secret Valley thanks to preference [04.07.2018 16:23:18] MNS-SHADOW: AY HE IS [04.07.2018 16:23:44] SVW|Delivery: wait [04.07.2018 16:24:20] SVW|Delivery: need dismouth Cloak [04.07.2018 16:26:01] White.Wolf: survey is [04.07.2018 16:26:10] MNS-SHADOW: Then i want one to blind jump constantly xD [04.07.2018 16:26:13] White.Wolf: there SVW|Delivery ship you have my MK 2 Great ! . [04.07.2018 16:26:15] HMS-Empress.Of.Tau: Reddyyyyyyyyyy [04.07.2018 16:26:24] MNS-SHADOW: I'll order one right away [04.07.2018 16:27:03] MNS-SHADOW: Greetings, i've bought Light Cloak from you once. And this time i'd like to order JD4 please *smiles* [04.07.2018 16:27:08] SVW|Delivery: Thanks, Wolf [04.07.2018 16:27:12] White.Wolf: thanks SVW|Delivery for the cloak [04.07.2018 16:27:20] White.Wolf: till next time [04.07.2018 16:27:21] SVW|Delivery: My mouse is bad [04.07.2018 16:27:26] SVW|Delivery: Sorry [04.07.2018 16:27:41] MNS-SHADOW: *feels scared of Vlad* [04.07.2018 16:27:48] MNS-Darknight.Vlad: wait [04.07.2018 16:27:50] White.Wolf: maybe you mouse needs some food *Smiles* [04.07.2018 16:27:56] MNS-SHADOW: lol xD [04.07.2018 16:27:58] 2018-07-04 19:27:59 SMT Traffic control alert: White.Wolf has requested to dock [04.07.2018 16:28:00] SVW|Delivery: hahahaha [04.07.2018 16:28:04] SVW|Delivery: nice [04.07.2018 16:28:13] SVW|Delivery: lol [04.07.2018 16:28:31] White.Wolf: was a joke . [04.07.2018 16:28:50] White.Wolf: thanks for the loak hopewell another roleplay for your base all helps . [04.07.2018 16:28:57] White.Wolf: cloak * [04.07.2018 16:29:02] MNS-SHADOW: *bump* [04.07.2018 16:29:25] SVW|Delivery: hello, here [04.07.2018 16:29:52] MNS-SHADOW: Greetings *smiles*, I've bought a Light cloak from you once, and this time i'd like a JD4, may i know the price? [04.07.2018 16:30:15] SVW|Delivery: i remember [04.07.2018 16:30:53] SVW|Delivery: Light cloak 157million [04.07.2018 16:31:13] SVW|Delivery: JD IV 500 million [04.07.2018 16:31:33] SVW|Delivery: you need more equipments? [04.07.2018 16:32:04] MNS-SHADOW: Only JD4 *smiles*, could be the price a bit lowered or is that the price of creating it [04.07.2018 16:34:07] SVW|Delivery: i have discount for you [04.07.2018 16:34:19] SVW|Delivery: 450 million now [04.07.2018 16:34:44] MNS-SHADOW: Oh, thank you very much - i'll be taking it right away then *smiles* [04.07.2018 16:35:24] MNS-Moonlightning: shadow buy a jumper too . [04.07.2018 16:35:27] MNS-Moonlightning: ;-) [04.07.2018 16:35:34] MNS-Moonlightning: another roleplay for base [04.07.2018 16:36:32] SVW|Delivery: ok. One JD IV in course to you per 450 million. [04.07.2018 16:36:42] MNS-SHADOW: *smiles* [04.07.2018 16:37:26] SVW|Delivery: Yep, Moonwalker. One JD IV to MNS-SHADOW now [04.07.2018 16:39:03] MNS-SHADOW: Thank you very much *smiles* [04.07.2018 16:39:21] MNS-SHADOW: You're the best *nods head* [04.07.2018 16:39:28] SVW|Delivery: Thanks to preference, mate [04.07.2018 16:39:38] MNS-SHADOW: *smiles* Thank Moonie =) [04.07.2018 16:39:47] MNS-Moonlightning: yeah SVW best shop ever . [04.07.2018 16:39:48] SVW|Delivery: Secret Valley Workshop thanks [04.07.2018 16:40:19] MNS-Moonlightning: now thats 2 e *Smiles* [04.07.2018 16:40:21] SVW|Delivery: Thanks to preference Moonwalker [04.07.2018 16:40:36] MNS-Moonlightning: your welcome [04.07.2018 16:41:49] MNS-SHADOW: ~Papa, time to die Haha *smiles*~ [04.07.2018 16:41:50] SVW|Delivery: SVW has JD's and Cloak's to buy now [/color] Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 07-08-2018
[08.07.2018 11:58:00] SVW|Delivery: // I meet at conn now delivery you request, Mr. Vlad. One JD IV. It's ok? [08.07.2018 11:58:17] 2018-07-08 14:58:17 SMT Traffic control alert: SVW|Delivery has requested to dock [08.07.2018 11:58:26] MNS-Darknight.Vlad: //Yes. [08.07.2018 11:59:28] Redirecting undock to Connecticut. [08.07.2018 11:59:28] /conn [08.07.2018 11:59:38] Welcome to the Connecticut System. This is the server's PvP training area. [08.07.2018 11:59:38] This system exists out of the roleplay environment and roleplay is not required here. [08.07.2018 11:59:38] MNS-Darknight.Vlad: //So 450 million? [08.07.2018 11:59:55] SVW|Delivery: // yep [08.07.2018 12:00:27] MNS-Darknight.Vlad: //ERR: Transfer will exceed credit limit [08.07.2018 12:00:38] SVW|Delivery: Good day, Mr. Vlad [08.07.2018 12:00:49] MNS-Darknight.Vlad: Hello. [08.07.2018 12:01:21] SVW|Delivery: Limit reached?!! [08.07.2018 12:01:35] MNS-Darknight.Vlad: //Yes [08.07.2018 12:01:57] SVW|Delivery: i Delivery to you a JD IV to 450 million. [08.07.2018 12:02:06] MNS-Darknight.Vlad: //Tell me another char where I can send. [08.07.2018 12:02:14] MNS-Darknight.Vlad: Sure. [08.07.2018 12:02:24] SVW|Delivery: transfer to Pentekoste [08.07.2018 12:03:00] MNS-Darknight.Vlad: //Sent. Go for check to be sure. [08.07.2018 12:03:22] SVW|Delivery: i check later [08.07.2018 12:03:44] MNS-Darknight.Vlad: //thank you [08.07.2018 12:04:11] MNS-Darknight.Vlad: Thank you. It was a pleasure making businees with you my friend. [08.07.2018 12:04:15] SVW|Delivery: Secret Valley Workshop thanks to you preference [08.07.2018 12:04:31] SVW|Delivery: Thanks, Mr. Vlad. [08.07.2018 12:04:33] 2018-07-08 15:04:33 SMT Traffic control alert: MNS-Darknight.Vlad has requested to dock [08.07.2018 12:04:36] 2018-07-08 15:04:35 SMT Traffic control alert: SVW|Delivery has requested to dock [08.07.2018 12:06:11] SVW|Delivery: you need batteries to Jump Drive and coordinates. Ok? [08.07.2018 12:06:44] MNS-Darknight.Vlad: //I activated it. I can take coords from data Base when I will install. [08.07.2018 12:06:50] [XXL]-Flying.Barrel: Aha you seewhat i told you last night hopewell . [08.07.2018 12:07:07] [XXL]-Flying.Barrel: so you sold another jump great [08.07.2018 12:07:31] MNS-Darknight.Vlad: //But I don't know from where can I install it. Can you send me a link on forum? Please. [08.07.2018 12:11:12] SVW|Delivery: Install in Equipment Dealer / External Equipment [08.07.2018 12:12:00] MNS-Darknight.Vlad: //it didn't took Moon with me [08.07.2018 12:12:19] [XXL]-Flying.Barrel: ;-) [08.07.2018 12:13:32] MNS-Darknight.Vlad: //maybe that's the reason? [08.07.2018 12:13:54] MNS-Darknight.Vlad: //bring your mns and try again near malta [08.07.2018 12:14:03] MNS-Darknight.Vlad: //sorry [08.07.2018 12:14:24] MNS-Darknight.Vlad: //wrong chat [08.07.2018 12:14:27] MNS-Darknight.Vlad: //haha [08.07.2018 12:15:01] SVW|Delivery: Wait . Whats you name in Forum? [08.07.2018 12:15:34] SVW|Delivery: have various Vlad [08.07.2018 12:15:43] MNS-Darknight.Vlad: //Vlad simple [08.07.2018 12:16:02] MNS-Darknight.Vlad: //And look at characters [08.07.2018 12:17:32] SVW|Delivery: send Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 07-30-2018 Updated today 30/July/825 Add 01- Hyperspace Survey Module MK I and 01- MKII Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 07-31-2018 Updated today 31/July/825 Add 01- Hyperspace Survey Module MK III Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 08-01-2018 Updated today 01/August/825 Add 01- Hyperspace Matrix MK I Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools RE: SVW Secret Shop - Secret Valley Workshop - 08-02-2018 Updated today 02/August/825 Add 01- Cloak Device MK II Best regards: Dr. Jack Frakes Director General of Science, Technology and Production of Secret Valley Workshop. http://discoverygc.com/forums/showthread.php?tid=137128 Player Base Supply Chain FLStat and another Link's Tools |