York Station - Dragon Age - 05-01-2018
== : YORK STATION BASE INFORMATION : ==
Welcome to York Station.
Congratulations, You have successfully reached the Information and Docking Permission site for York Station.
We're glad to announce that the first stage of the construction process has been completed. With further upgrade we will open the station for commercial traffic.
The York Station is located near Planet New London, Sector D6 in the New London system.
Docking access will be granted to individuals and organisations which will be registered in this transmission.
BASE AFFLIATION
Bretonia Mining and Manufacturing
BASE IMPORTS
► Reinforced Alloy : 300 S.C/Unit
► Food : 700 S.C/Unit
► Water : 50 S.C/Unit
► Oxygen : 50 S.C/Unit
NOTES:- Food, Water, Oxyger & Reinforced Alloys are not buyable in the shop, the Base needs it.
BASE IMPORTS & EXPORTS [Ore]
► Gold Ore : 3200 S.C/unit.
► Cobalt Ore : 4000 S.C/unit.
► Silver Ore : 4000 S.C/unit.
► Uncut Dimonds Ore : 4000 S.C/unit.
EQUIPMENT SHOP
► Docking Module : ► 100000000 S.C/UNIT
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
► Cloaking Device Mk1 (small) : ► 150000000 S.C/UNIT
► Cloaking Device Mk2 (medium) : ► 250000000 S.C/UNIT
► Cloaking Device Mk2 Advanced (large) : ► 400000000 S.C/UNIT
► Cloaking Device Mk3 (Transport) : ► 300000000 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
► Cloak Disruptor Type-1 : ► 350000000 S.C/UNIT
► Cloak Disruptor Type-2 : ► 350000000 S.C/UNIT
► 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
► Jump Drive Series II : ► 300000000 S.C/UNIT
► Jump Drive Series III : ► 400000000 S.C/UNIT
► Jump Drive Series IV : ► 500000000 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
► Hyperspace Survey Module Mk1 : ► 300000000 S.C/UNIT
► Hyperspace Survey Module Mk2 : ► 400000000 S.C/UNIT
► Hyperspace Survey Module Mk3 : ► 500000000 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
► 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
CODENAME GUN SHOP
Here are the name of all type of Codename Weapons. The list of the Codename Weapons price and available stock.
Here are the names of all ships from my shop and the list of the CODENAMED weapons in stock.
I'm updating the number of available weapons all the time and the prices too.
Class 1 and 2 Bomber Guns:
______________________________________
Shipname: Class-1+2.Gun.Shop
AHRIMAN - 0 available - 20.000.000 $
ASURAS - 0 available - 20.000.000 $
HELLION - 0 available - 20.000.000 $
Class 6 Fighter Guns:
______________________________________
Shipname: Class-6.Gun.Shop
BLOODSTONE - 3 available - 10.000.000 $
GUARDIAN - 0 in Stock - 10.000.000 $
HAMMERFALL - 0 available - 10.000.000 $
ONYX - 2 available - 4.000.000 $
THORS HAMMER - 0 available - 10.000.000 $
Class 9 Fighter Guns:
______________________________________
Shipname: Class-9.Gun.Shop
ARCHANGEL - 0 available - 12.000.000 $
BLUE BLAZE - 0 available - 10.000.000 $
CERBERUS - 0 available - 10.000.000 $
CLAYMORE - 0 available - 10.000.000 $
Shipname: Class-9.Gun.Shop.2
DARK BLOSSOM - 0 available - 10.000.000 $
DEFILER - 0 available - 15.000.000 $
DELUSION - 0 available - 10.000.000$
DIAMONDBACK - 1 available - 10.000.000 $
DULZIAN - 0 available - 10.000.000 $
Shipname: Class-9.Gun.Shop.3
EXCALIBUR - 0 available - 11.000.000 $
GOLDEN BLADE - 0 available - 11.000.000 $
HEIMDALL - 0 available - 11.000.000 $
IRON HAMMER - 1 available - 10.000.000 $
JADE - 0 available - 2.500.000 $
Shipname: Class-9.Gun.Shop.4
KINTANO - 0 available - 10.000.000 $
LAZURITE - 0 available - 10.000.000 $
MEDUSA - 0 available - 10.000.000 $
PHOENIX - 0 available - 10.000.000 $
PROMETHEUS - 0 available - 10.000.000 $
RAGNAROK - 1 available - 10.000.000 $
Shipname: Class-9.Gun.Shop.5
SILVER FIRE - 0 available - 10.000.000 $
SOLARIS - 1 available - 10.000.000 $
TARANIS - 0 available - 10.000.000 $
TWILIGHT - 0 available - 10.000.000 $
WILD FIRE - 2 available - 10.000.000 $
If you need more informations about a CODENAMED weapon,
take a look into the ''CODENAMED PROTOTYPE WEAPONS - INFORMATION AREA''.
Here are the informations about all CODENAMED weapons,
like the shield and hull damage, fire range, projectile speed, refire rate and energy usage.
ASURAS
Hull Damage per Shot: 2.400
Shield Damage per Shot: 111.200
Range: 1.653 m
Projectile Speed: 290 m/s
Refire Rate: 0.20
Energy Usage: 26.400
- 0 available -
AHRIMAN
Hull Damage per Shot: 1.750
Shield Damage per Shot: 875
Range: 760 m
Projectile Speed: 380 m/s
Refire Rate: 2.00
Energy Usage: 350
- 0 available -
HELLION
Hull Damage per Shot: 120
Shield Damage per Shot: 1.500
Range: 760 m
Projectile Speed: 380 m/s
Refire Rate: 2.00
Energy Usage: 400
- 0 available -
BLOODSTONE
Hull Damage per Shot: 1.100
Shield Damage per Shot: 550
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 3.03
Energy Usage: 270
- 3 available -
GUARDIAN
Hull Damage per Shot: 1.180
Shield Damage per Shot: 590
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 333
- 0 available -
HAMMERFALL
Hull Damage per Shot: 1.750
Shield Damage per Shot: 875
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 520
- 0 available -
ONYX
Hull Damage per Shot: 825
Shield Damage per Shot: 412
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 4.00
Energy Usage: 165
- 2 available -
THOR'S HAMMER
Hull Damage per Shot: 1.715
Shield Damage per Shot: 858
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 2.00
Energy Usage: 540
- 0 available -
ARCHANGEL
Hull Damage per Shot: 2.000
Shield Damage per Shot: 1.000
Range: 650 m
Projectile Speed: 650 m/s
Refire Rate: 1.00
Energy Usage: 700[b]
- 0 available -
BLUE BLAZE
Hull Damage per Shot: 1.250
Shield Damage per Shot: 625
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 297
- 0 available -
CERBERUS
Hull Damage per Shot: 944
Shield Damage per Shot: 472
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 220
- 0 available -
CLAYMORE
Hull Damage per Shot: 1.275
Shield Damage per Shot: 625
Range: 549 m
Projectile Speed: 650 m/s
Refire Rate: 2.00
Energy Usage: 310
- 0 available -
DARK BLOSSOM
Hull Damage per Shot: 1.375
Shield Damage per Shot: 688
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 340
- 0 available -
DEFILER
Hull Damage per Shot: 200
Shield Damage per Shot: 1.500
Range: 699 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 360
- 0 available -
DELUSION
Hull Damage per Shot: 917
Shield Damage per Shot: 458
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 205
- 0 available -
DIAMONDBACK
Hull Damage per Shot: 1.238
Shield Damage per Shot: 619
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 191
- 1 available -
DULZIAN
Hull Damage per Shot: 555
Shield Damage per Shot: 278
Range: 757 m
Projectile Speed: 650 m/s
Refire Rate: 5.00
Energy Usage: 90
- 0 available -
EXCALIBUR
Hull Damage per Shot: 1.500
Shield Damage per Shot: 750
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 375
- 0 available -
GOLDEN BLADE
Hull Damage per Shot: 1.351
Shield Damage per Shot: 676
Range: 549 m
Projectile Speed: 650 m/s
Refire Rate: 2.00
Energy Usage: 355
- 0 available -
HEIMDALL
Hull Damage per Shot: 1.500
Shield Damage per Shot: 750
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 380
- 0 available -
IRON HAMMER
Hull Damage per Shot: 1.400
Shield Damage per Shot: 700
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 345
- 1 available -
JADE
Hull Damage per Shot: 880
Shield Damage per Shot: 440
Range: 688 m
Projectile Speed: 650 m/s
Refire Rate: 3.03
Energy Usage: 180
- 0 available -
KINTANO
Hull Damage per Shot: 922
Shield Damage per Shot: 461
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 210
- 0 available -
LAZURITE
Hull Damage per Shot: 956
Shield Damage per Shot: 478
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 224
- 0 available -
MEDUSA
Hull Damage per Shot: 945
Shield Damage per Shot: 472
Range: 598 m
Projectile Speed: 650 m/s
Refire Rate: 3.03
Energy Usage: 225
- 0 available -
PHOENIX
Hull Damage per Shot: 660
Shield Damage per Shot: 330
Range: 676 m
Projectile Speed: 650 m/s
Refire Rate: 4.00
Energy Usage: 110
- 0 available -
PROMETHEUS
Hull Damage per Shot: 967
Shield Damage per Shot: 484
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 227
- 0 available -
RAGNAROK
Hull Damage per Shot: 1.375
Shield Damage per Shot: 688
Range: 549 m
Projectile Speed: 650 m/s
Refire Rate: 2.00
Energy Usage: 360
- 1 available -
SILVER FIRE
Hull Damage per Shot: 910
Shield Damage per Shot: 455
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 197
- 0 available -
SOLARIS
Hull Damage per Shot: 520
Shield Damage per Shot: 260
Range: 816 m
Projectile Speed: 700 m/s
Refire Rate: 5.00
Energy Usage: 90
- 1 available -
TARANIS
Hull Damage per Shot: 1.200
Shield Damage per Shot: 600
Range: 598 m
Projectile Speed: 650 m/s
Refire Rate: 2.00
Energy Usage: 290
- 0 available -
TWILIGHT
Hull Damage per Shot: 990
Shield Damage per Shot: 495
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 3.03
Energy Usage: 291
- 0 available -
WILD FIRE
Hull Damage per Shot: 1.205
Shield Damage per Shot: 602
Range: 600 m
Projectile Speed: 600 m/s
Refire Rate: 2.00
Energy Usage: 280
- 2 available -
SHIP DEALERS
York Shipyard is open. Selling ships and internal equipment. Every details is below.
APPLICATION INFORMATION
By applying for docking rights at York Station you agree the following terms :-
- To obey the Bretonian Laws , when disobeying the Bretonian law you will immediately lose your docking rights.
- Not to use the station as staging area for criminal activities, all illegal activities are stated in the Laws of Bretonia.
- Not use the York Station as safe heaven when flying away from combat.
- Not to use the station, as a location for criminal transactions.
To apply for a FREE docking license in York Station please fill out the following form:-
APPLICATION FOR INDIVIDUALS
Quote:Full Name: ( your full name )
Shipname(s): ( name of ship that requests docking permission)
ID: ( write down the ID your ship uses here )
Reputation with BMM: ( screenshot of your reputation sheet showing BMM as neutral / green )
Your reasons for applying: (what the question says)
APPLICATION FOR GROUP PERMITS
Quote:Full Name: ( your full name )
The organization's name: ( the organization's name )
The organization's tag: ( the name tag that the ships are using )
Is the organization's tag protected? ( Can be answered with: yes / no )
Identification: ( write down the ID that you use )
Reputation with BMM: ( screenshot of your reputation sheet showing BMM as neutral / green )
Your reasons for applying: (what the question says)
-=THANK YOU FOR VISITING YORK STATION.=-
RE: York Station - JorgeRyan - 05-01-2018
----Recipient: York Station----
----Sender: Lead Engineer Alex Martin----
Hello there!
I represent a group of freelancers, and we would be interested in trading with your base. We have always had a strong presence in Bretonia, and would love to trade with you and your base, something I'm sure will be good for all of us. I've attached the registration form below.
Quote:Full Name: Alex Martin
The organization's name: Freelance Escorts and Repairs
The organization's tag: [FL-ER]
Is the organization's tag protected? Yes
Identification: Freelancer ID
Reputation with BMM: BMM Rep
Your reasons for applying: Trade, of course
Till next time,
Take care out there!
RE: York Station - Dragon Age - 05-02-2018
(05-01-2018, 08:28 AM)JorgeRyan Wrote:
----Recipient: York Station----
----Sender: Lead Engineer Alex Martin----
Hello there!
I represent a group of freelancers, and we would be interested in trading with your base. We have always had a strong presence in Bretonia, and would love to trade with you and your base, something I'm sure will be good for all of us. I've attached the registration form below.
Quote:Full Name: Alex Martin
The organization's name: Freelance Escorts and Repairs
The organization's tag: [FL-ER]
Is the organization's tag protected? Yes
Identification: Freelancer ID
Reputation with BMM: BMM Rep
Your reasons for applying: Trade, of course
Till next time,
Take care out there!
Good day Mr Alex Martin,
Your identification and transponder frequency have been verified and Group Tag [FL-ER] identification call sign has been added to York Station docking list.
May your stay on our station be pleasant and productive.
Good luck in your travels and stay safe.
Best regards,
Docking supervisor
RE: York Station - avs - 05-02-2018
::Incoming Transmission::
::Name: Ivan Marquez::
::Location: Omega 13::
:: Priority: Important::
Greetings Base Administrator,
It is glad to know that York Station in under construction and shortly it will be ready for building various Equipment.
I am a Interested customer for some valuable Devices and want to be the first among your customers.
Needed following devices when ever York station is ready.
1) Docking Module
2) Hyperspace Survey Module Grade IV.
Let me know the price for above devices.
::Transmission Ended::
RE: York Station - Dragon Age - 05-04-2018
-: York Station :-
~ Presently 40000 Unit Gold Ore is available. ~
Docking License - York Station - Ageira - 05-04-2018
Representative's name: John White
The organisation's name: Ageira Innovations
The organisation's tag: Ageira~
Is the organisation's tag protected? Yes
Identification: Ageira Innovations
Reputation: Splendid
Your reasons for applying: Ageira Innovations seeks to expand business opportunities on all fronts. If your station is to be reliable supply of Gold Ore, then we shall be reliable clients of yours.
RE: Docking License - York Station - Dragon Age - 05-05-2018
(05-04-2018, 06:18 AM)Ageira Wrote:
Representative's name: John White
The organisation's name: Ageira Innovations
The organisation's tag: Ageira~
Is the organisation's tag protected? Yes
Identification: Ageira Innovations
Reputation: Splendid
Your reasons for applying: Ageira Innovations seeks to expand business opportunities on all fronts. If your station is to be reliable supply of Gold Ore, then we shall be reliable clients of yours.
Good day Mr John White,
Your identification and transponder frequency have been verified and Group Tag Ageira~ identification call sign has been added to York Station docking list.
May your stay on our station be pleasant and productive.
Good luck in your travels and stay safe.
Best regards,
Docking supervisor
RE: York Station - pals - 05-06-2018
Full Name: Arata Nagatomo
The organization's name: Samura Heavy Industries
The organization's tag: Samura|-
Is the organization's tag protected? yes
Identification: Samura Industries
Reputation with BMM: Neutral
Your reasons for applying: We are allways looking of new ways to increase our credits.
RE: York Station - Dragon Age - 05-06-2018
(05-06-2018, 07:17 AM)pals Wrote:
Full Name: Arata Nagatomo
The organization's name: Samura Heavy Industries
The organization's tag: Samura|-
Is the organization's tag protected? yes
Identification: Samura Industries
Reputation with BMM: Neutral
Your reasons for applying: We are allways looking of new ways to increase our credits.
Good day Mr Arata Nagatomo,
Your identification and transponder frequency have been verified and Group Tag Samura|- identification call sign has been added to York Station docking list.
May your stay on our station be pleasant and productive.
Good luck in your travels and stay safe.
Best regards,
Docking supervisor
RE: York Station - mang109 - 05-07-2018
Good day Sir
Please see respectfully my application:
Full Name: Mang Jones
Shipname(s): Miner.Mang
ID: BMM
Reputation with BMM: Green +BMM IFF
Your reasons for applying: Well, to be honest, I want to sell you piles of Gold. Hope that meets your needs as well as mine .
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