(Unofficial) Dark Orbit Bible

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Boosters

Post  EXODUS on Tue Sep 21, 2010 1:24 pm

Boosters help to make your ship stronger and keep you competitive.

They can be purchased in the Hangar section of your [You must be registered and logged in to see this link.] for 10,000 Uridium each (9,500 Uridium for Premium members) and can also be bid on with Credits in the [You must be registered and logged in to see this link.] section.

When buying Boosters with Uridium you can also "Subscribe" to them individually.
A Booster you have Subscribed to will automatically renew itself once it has run out of time. You MUST have enough Uridium at renewal time for the Subscription to renew.

Each Booster when purchased will last for 10 hours of actual game play, meaning if you log out the timer will stop until you log back in again.
Purchasing more of the same type of Booster will NOT give you more boost. It will simply add more time to your existing Booster.

To see how much time you have left on a Booster go to the Hangar area and click on Boosters. Then select the Booster you'd like to check.
The time will be displayed under the Booster description as illustrated below.

[You must be registered and logged in to see this image.]

There are 8 different types of Boosters.

[You must be registered and logged in to see this image.] Experience Point Booster
Gives you a 10% bonus for collecting experience points. Also works with quest and [url=]Galaxy Gate[/url] rewards.

[You must be registered and logged in to see this image.] Honor Booster
Gives you a 10% bonus for collecting honor points. Also works with quest and Galaxy Gate rewards.

[You must be registered and logged in to see this image.] Damage Booster
Gives a 10% bonus to all damage that you cause.

[You must be registered and logged in to see this image.] Shield Booster
Increases your ships's maximum shield value by 25%.

[You must be registered and logged in to see this image.] Repair Booster
Increases the speed at which a ship is repaired by 10%.

[You must be registered and logged in to see this image.] Shield Regeneration Booster
Increases the shield's regeneration speed by 25%.

[You must be registered and logged in to see this image.] Resource booster
Increases the number of resources from cargo boxes collected by 25%.

[You must be registered and logged in to see this image.] Hit Point Booster
Increases the maximum life of your ship by 10%.

In addition to regular Boosters, there are also Pro Boosters.

Also known as Shared Boosters, these are only available at certain times and can be found in the same location as regular Boosters.

Pro Boosters give you the same percentage of boost as regular Boosters, however the bonus stacks on top of regular Boosters instead of just adding time.
They provide the same boosts as the regular ones do, but they also give a small boost to any friendly ships that are close to you.

In example;
Pro Damage Booster = 5% boost to friendly ships.
Pro Shield Booster = 10% boost to friendly ships.

Once you've purchased one Pro Booster of a particular type, purchasing more of that same type will simply add more to your time, as with the regular Boosters.
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Skylab

Post  EXODUS on Tue Sep 21, 2010 1:33 pm

This section is still UNDER CONSTRUCTION but feel free to browse the raw information available below.

There is also a video tutorial produced by [12]Witchway that you can watch HERE

Many thanks to Witchway for this contribution to Dark Orbit!






To be sorted....

Main Modules:
Prometium Collector
Endurium Collector
Terbium Collector

Secondary Modules:
Prometid Refinery
Duranium Refinery
Promerium Refinery
Xeno Module

1 - Main resources


This picture shows the 3 main resources you will need to progress through the Skylab.
Theses resources can be used for a few things:
Upgrade any of the modules higher (also need credits or uridium)
To produce Prometid & Duranium
2 - Ore amounts and limits


This image shows the amount and limit of the Ore.
Before the bracket (345/8765) highlighted red, is the current amount you have ready to use.
After the bracket (345/8765) highlighted yellow, is the current limit you can carry in the lab.

3 - Power, Level, Solar power, Activity.


The power button is the red circle at the start.
Click this to turn on and off a module you don't want to use.
While it is turned on, it will produce the Ore you're wanting.

The current level of the module is shown by the mini blue bars with the level next to it.
On each upgrade the number will change but the bars stay the same.

Solar power icon is the yellow bolt, this indicates how much Solar power is needed for this module to be active.
More information on the Solar Module further down.

The cogs will shows when the module is active or not.
Currently in the picture it is turned off, once turned on it will be 100%.
The picture below shows a module turned off from the Info section, which are highlighted in the red boxed.



4 - Solar Module



This is the Solar module which is very important to have when upgrading other modules.
This one is currently a Level 2, with currently using 150 Solar power with a limit of 210.
This means adding all the solar power from all modules equals 150, this will go up after every upgrade of any module.
The 210 limit is the highest the solar this can hold on this level of module, this means certain modules will not work if you go over the 210 limit.
Upgrading this will allow a higher Solar Power Limit, meaning you can upgrade more modules.
So upgrading this Solar Module is important to your other ones running.

The picture below shows each Energy Comsumption for each module you have.



If the energy is zero this means you either don't have that module or you have turned it off.
5 - Storage Module

The storage module is another important thing to have upgrade.
This will allow the limit you can hold to get higher after each upgrade. (as shown in number 2, limits)
This will also help you when transporting Ore to the SkyLab.

Below shows the how much production each resources is making, which is in green.
It also shows what you currently have in white.



If you do not have any of the secondary modules active then the main modules will be at full production.
6 - Transport Module


This picture shows you how to transport Ore back and forth from the lab to your ship.
First you'll need to enter the amount you wish to transport, then by clicking on the arrows you can choose where you like to transport it to, The picture currently shows I want to move Ore to my ship.
If you wish to have a fast instant transport you'll have to pay 1250 Uridium each time, or you can just click send and have to wait a certain amount of time till it arrives.
This also is the only module you cannot upgrade, level 1 is the highest.
7 - Upgrading Modules

The above picture shows you the upgrading section of the module.
Here it tells you:
- How much uridium it costs
- How many credits it costs
- How long it takes
- How much of each primary ore it takes.

You need to have each of these currently to upgrade, except uridium if you're just upgrading with credits.
Once you've decided how you'll upgrade simply just click the button.
After each upgrade it will increase the of price needed, If will also increase how much ore is produce and how fast it is produced.
So the higher the level the better.
8 - Basic Module

This module is a must have to upgrade other modules.
You cannot upgrade any module above the level of the Basic Module.



As seen in this picture you can see it is a level 4, this means you cannot upgrade any module above level 4.
It also shows each level of the other modules.
9 - Producing Ore
To produce ore is pretty simple, once you've upgraded your modules to level 1+ you can start gaining ore.
All you have to do is activate the modules. This has been shown above.
The higher the levels the more you produce.
The below picture shows how much Ore is needed to produce Ore and how much is being produced, this is with all the secondary modules online.



In the red boxes is what is being produced by the previous module(s), also what is needed to produce ore in the next module.
In the blue boxes is what has been made so that the next module can produce the much better Ore.
So after all this has been produced the final out come is the new awesome ore Seprom.

Much tnanks to Mrs_Heavy_Hand


DON'T PANIC!
User's Guide to the Skylab

NOTE- This is NOT a place to complain about Skylab. There are plenty of other posts for this. This is a User's Guide!


1. How can I update my ship's components (lasers/rockets/engines/shields)?

Be in the new client. Yes, BP wants you to use the new client. Change is good. Embrace it. If it weren't for change, we'd all be living in caves, clubbing our dinners to death and wearing their skins for clothes. If you want to cling to the past, however, you can still upgrade your ship components in the new client and then log the old client and play.

In the new client game page (flash player) there is an icon button below the jump button and next to the quick repair button. It looks like a tilted rocket with a plus sign, click it. This displays your entire cargo manifest of your ship. Drag and drop your desired rocks onto the component you wish to update. A drop down menu will appear and you can select the number of rocks you wish to add to that component, just like in the old system. This allows you to update "on the fly" while in the game.

2. Skylab - what do I first?

From the "back page" click the Skylab icon.
Build your collectors! Right now you have enough of the basic materials to build two of your three collectors, so get them started right now! In order to build the third collector, you will need to send some materials from your ship to the Skylab.

BUILDING YOUR FIRST COLLECTOR
Hover over the name of the first collector, a pop up box will appear. Click the "upgrade" tab. You now have the option to click "build" or "instant build." NOTE NOTE NOTE - Using Uri to "instant" build the part ONLY takes away the time requirement. You STILL need the credits and ore resources in order to build. This is a great slow down feature that will make sure the folks with tons of uri don't build way faster than the rest of us. Click "build." Then mouse over the the collector again, and the countdown time will be displayed. Clicking the circular arrow in the top left corner of the Skylab page will "refresh" the Skylab page so you can see the time remaining. Build the second collector as well. Now you are out of materials at Skylab and need to get more in order to get that third collector online.

DISABLE AUTO REFINE
**Premium users - you will need to disable auto refine function in order to collect basic materials from cargo boxes. In the game (flash player, not the back page) click the "settings" icon, un-check the last option "Enable Auto Refine" save, log out and back in again. If you're doing this for the first time, the box will initially be UN-checked. You need to check it, save, log out, log back in, un-check it, save, log out and back in again. Check your log to make sure you are not automatically refining when you pick up cargo boxes.**

So, now go shoot a few things (not in X-1 because they don't drop all the resources, go to X-2 or X-3). Pick up the resources until you have at least 50 each of the three basic materials (red/brown rock, blue rock, yellow rock). Now get to a safe place and go back to the Skylab page.

3. How do I move ore/resources from my ship to the Skylab or from Skylab to my ship?

The Skylab is a separate place in space. It's not your ship, and your ship is not Skylab. What you have in your ship can't be used by Skylab and vice versa, unless you transport it there.
In Skylab, hover over the "transport module" and a pop up box will appear.
Note the two pictures in the upper right hand portion of the box. One looks like a ship (a Goli) and the other looks like Skylab (or a signpost). Click the arrow in between those two pictures to highlight them. You want THE LAB to be highlighted, because you want to ship FROM your ship TO Skylab. If the ship is highlighted, then you are shipping FROM Skylab TO your ship. The transport module will ALWAYS DEFAULT TO THE SHIP, so you need to make sure the lab is clicked if you want to send materials to Skylab.
Once the lab picture is highlighted, click inside the first three boxes and type 50 in each of the boxes. Click "send." You are now transporting material from your ship's cargo hold to Skylab. Mouse over the transport module again and you will see how much time remains. Click the Skylab refresh button to make the timer change.

NOTE- DO NOT SEND MORE MATERIALS THAN YOU NEED TO BUILD THE THIRD COLLECTOR. The more ore you send, the LONGER it takes to get there. 50 of each of the basic ores will only take 15 minutes or so to send, so just gut it out and wait. Go shoot a Mordon.
Once it gets there, use that ore to build your third collector. If you instant build them they will immediately start generating FREE FREE FREE resources and will continue to do so EVEN WHEN YOU ARE LOGGED OFF THE GAME, until they reach the storage maximum capacity. If not just wait the 30 or 40 minutes to get them all built.

UPDATE - Time involved for transport equals 6 mins per 100 rocks for premium users and 12 mins per 100 rocks for non prem. (Thank you Mescalator)

4. The collectors are built - now what?

Now your three collectors and churning away, running around in space, picking up free rocks for you, hooray! This will continue to work even when you are logged off. Now, you have a choice. You can sit and wait for the collectors to get enough material to build the other pieces of your Skylab, or you can help them along by collecting some more ore yourself and shipping it to Skylab via the transport module.
Once you have enough resources, build the basic module, the solar module, the storage module, the xeno module and all your refineries.

5. Skylab interface - what do all those numbers mean?

The number along the top of the Skylab indicate how much of each material you have in storage, and the maximum you can store on Skylab. Again, please remember, Skylab is an independent entity from your ship. The cargo on Skylab is different from what you have in your ship. So for example:
Prometium: 59.035/355.195

This means this user currently has 59,035 unit of Prometium (brown/red rock) and can store a total of 355,195 units aboard Skylab.

Now look at your collectors - you will see a blue number and a yellow number. The blue number is the level of that component. The icon next to the blue number will either be three small bars or an up arrow, if it's an up arrow, that means that component is either building or upgrading. REFINERIES DO NOT REFINE WHILE THEY ARE UPGRADING.
The second number is yellow and indicates the amount of power (solar electricity) the unit needs to run smooth and happy. At the top of the Skylab screen you can see your "Solar Module" and two yellow numbers. That is the power you are using currently and the power your solar module can make. You will need to upgrade your solar module as needed when you want to upgrade your other components.

6. Refineries

You have four refineries on Skylab, the newest one for the purple rock is ONLY available on Skylab. Skylab is the only place you make that sexy purple rock that gives you 60% more damage to your lasers/rockets and 40% more shields to your generators.
When you mouse over your newly built refinery, you will note the gears are a churnin' away. This means the refinery is operational. If they are not, you are missing a needed component to make it refine.
TURNING REFINERIES ON AND OFF
When you mouse over a refinery, you will see at the bottom left hand corner of the pop up a box an icon that looks just like most computers "on/off" buttons. It will be green if the refinery is built and turned on. You can click it, it will turn red, and your refinery will turn off.
Why would I want to turn off my refineries? Think about it. You need the three basic materials that your collectors are generating for free in order to upgrade the components of Skylab.
Turning off your refiners will also reduce their power consumption to zero.

7. Upgrading my Skylab Components

Mouse over the component you wish to upgrade and when the pop up box appears click the "upgrade" tab. It will tell you how much of the basic ore you need to upgrade it. If you have that much AT SKYLAB, NOT ON YOUR SHIP, you can click either build or instant build and upgrade the component.
Each time you wish to upgrade your collectors, you will need to upgrade your basic module, your solar module, and your storage module.
There are twenty levels of each and every component on Skylab, except for the transport module. The transport module is a fixed system, you cannot upgrade beyond level one.

8. The Xeno Module - What's That?

The Xeno module does two things. It will store Xenomit that you send from your ship to Skylab. It will also generate a synthetic version of Xenomit so that your gold rock refinery will make gold rocks without your Xenomit. Isn't that fabulous? Warning - it does so at a HIGH energy (power) cost.

You may decide you want to kick start that gold rock production and send some of that rare gray rock over to the Skylab. DON'T EVER SEND MORE MATERIAL TO SKYLAB THAN IT CAN HOLD. Refer back to the numbers at the top and make sure you have the cargo space at Skylab. Go ahead and send 500 Xenomit over, it's going to take a while to transport, but you have that quest you were working on away.

9. HOW DO I GET THAT PURPLE ROCK??

Impatient, aren't you? Make sure your Seprom refinery is built and turned on in Skylab. It will make purple rock at a ratio of ten gold rocks to one purple rock. IT TAKES A LONG TIME. Be patient. No one else can make it go faster either. You're not falling behind, take a deep breath.
You can ship gold rock directly from your ship to Skylab in order to kick start that purple rock making dream. Did you get that? YOU ONLY NEED ONE REFINERY TO MAKE PURPLE ROCK. You can collect all the gold rocks you want on your ship, transport them to Skylab via the Transport Module and make sure that refinery is built and turned on and ta-da, you're making PURPLE ROCKS.
Or, if you want to see the entire beautiful process in motion, sit back and wait. Your collectors will run around picking up the three basic rocks for you. Your first two refineries will make the pink and green rocks. Your third refinery will make gold rocks from them and either: the HIGH power cost Xeno synthetic OR the Xenomit you shipped to Skylab. Once you have 10 gold rocks, your purple rock factory will kick into gear and start SLOWLY churning out purple rocks.
BUT WAIT! You're not done yet. Now that your Skylab has a nice little bunch of purple rocks, you still need to TRANSFER them to your ship, via the transport module, before you can update your shields and lasers/rockets with them via the new upgrade interface (see number 1). Once the purple rocks are on your ship, drag and drop them onto your ship components and you're ready to rock and roll.


10. What about my ship? Does it still refine?

If you are premium, turn your auto refine feature back on and you can continue to pick up cargo and refine gold rocks on your ship to your heart's content. Remember, your ship is separate from Skylab. Your ship has it's own "built-in" refinery on it that will make gold rocks. Only Skylab can make purple rocks.

AT THE MOMENT, the only way for non-premium members to refine is by shipping materials to Skylab and waiting (or spending Uri and instantly shipping them). BUT THIS IS CHANGING, they have announced that the old lab is coming back on Monday and you will be able to refine again, like before, plus you will have Skylab.

11. Advantages of Skylab

1. You no longer need to Xenomit to make gold rocks!
2. Once you build up your storage module, you can store your gold rocks at Skylab, and then when you get popped you won't lose them!
3. Free resources that build CONSTANTLY even when you're logged off the game!
4. Purple Rocks, only available at Skylab, and are COMPLETELY FREE to you. Just sit and wait for the thunder to roll in.


If you have questions or would like to make an addition to this User's Guide, or just want to thank me and/or bump this up in the thread, then please post here. If you want to complain/whine/grumble/grouse or otherwise act like a ninny, there are other threads to do that in.
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Tech Center

Post  EXODUS on Tue Sep 21, 2010 1:36 pm

This section is currently UNDER CONSTRUCTION.

Until it is completed you can access a helpful guide on the Official Dark Orbit Forums at the following link: Tech Center


Last edited by EXODUS on Tue Sep 21, 2010 2:25 pm; edited 3 times in total
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Pilot Bio

Post  EXODUS on Tue Sep 21, 2010 1:37 pm

This section is currently UNDER CONSTRUCTION.

Until this section is completed, you can view a great Pilot Bioguide on the Official Dark Orbit Forums that was originally posted by;

Midnight_Lotus


Last edited by EXODUS on Tue Sep 21, 2010 2:27 pm; edited 2 times in total
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Spaceball

Post  EXODUS on Tue Sep 21, 2010 1:46 pm

Spaceball is a Special Event in which your company battles against the other two for a chance to win special Cargo Boxes that contain prizes!

Spaceball is always played on map 4-4.
When in this map during Spaceball you will see a large green dot on your Mini Map.
This green dot shows the location of the Spaceball!!

The goal of Spaceball is to shoot the ball with your own company until it reaches your own portal in 4-4 (the one leading to your x-5 map).

If you successfully reach your own portal, a number of cargo boxes will appear that contain great prizes!! These include:

- Jackpot Battle Money
- SAB-50 Ammunition
- PLT-2021 Rockets.
- UCB-50 Ammunition (x4)
- Uridium

In addition to the prizes above, the company with the most "goals" scored in Spaceball with also receive a prize!!
The prize for each round of Spaceball will be determined in advance. Some past prizes have been:

- 10% Experience
- 5% Selling Cargo
- 2% Extra from bonus boxes

These prizes are usually awarded during the following day and will usually last for 24 hours.

During Spaceball all Ship repairs in Battle Maps are free, and your Drones will not receive any damage.
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Capture the Beacon

Post  EXODUS on Tue Sep 21, 2010 1:51 pm

Capture the Beacon
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Team Death Match

Post  EXODUS on Tue Sep 21, 2010 1:51 pm

Team Death Match
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Invasion Gates

Post  EXODUS on Tue Sep 21, 2010 1:52 pm

This is a great event for everyone to join in no matter your level.

The gate is just like a galaxy gate, with a few twists.
First you will need queue up to join this gate at certain maps, according to your level.

Gate 1: Level 5-9 on your home map
Gate 2: Level 10-14 on your x-3 map
Gate 3: Level 15- open end on your x-5 map

These gates will be in the middle of the map ready for you to queue up with other players.

[You must be registered and logged in to see this image.]

Once you jump in there will be lots of waves to do.
I'll leave these to your surprise, I don't want to spoil everything,
Even new NPCs are in here

Shooting NPCs within the gate will be shared out, only to the people shooting it.

Help your company win overall, get in the gate and gain many credits for you and others!
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Quests

Post  EXODUS on Tue Sep 21, 2010 1:54 pm

The Quest section of your [You must be registered and logged in to see this link.] contains two areas:

[You must be registered and logged in to see this image.]

Clicking this button will take you to a list of all known Quests.
To highlight a specific Quest in the list, simply click on it and read the description that is displayed.

[You must be registered and logged in to see this image.]

Clicking the box indicated above will make a more detailed description show up that includes your current progress in that Quest.

[You must be registered and logged in to see this image.]

Notice that any Quests already running are highlighted in blue, while the Quest currently being viewed has what looks like video interference lines on it.

[You must be registered and logged in to see this image.]

The Challenges area is a place where you can challenge the results of other player's Quests to see if you can get a faster time or better score.

No rewards are given for Challenges, however your Ship name will be displayed in the rankings for that Challenge once complete.
The goal of course is to see if you can get that #1 spot!!

Accepting any Quest or Challenge is as simple as clicking the Accept button beneath it's description.
If you wish to cancel a Quest or Challenge simply reload the same page and you will see that the Accept button has become a Cancel button.


Last edited by EXODUS on Tue Sep 21, 2010 2:17 pm; edited 2 times in total
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Clans

Post  EXODUS on Tue Sep 21, 2010 1:54 pm

This section is currently UNDER CONSTRUCTION.

Until it is completed, you can view a helpful guide to Clans on the Official Dark Orbit Forums HERE!
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