Basewars Briefing
There are just a few simple steps to completing Basewars. Team work and communication is a vital component to Basewars. It's not something you can do by yourself. There are two ways to play Basewars, either by taking part in Player-VS-Player action, or just roaming around the systems destroying things and collecting new weapons. First I'll cover the basic steps of PVP conquest in Basewars. The ultimate goal is to destroy the enemy base, which is located two systems away from your base. Each base is exactly the same. They consist of the following components:

Command Tower
This is where you spawn. The tower contains all weapons, so you can collect all your basic gear here. There are a total of five missiles and five guns to collect, each taking a unique amount of time to respawn. Changing the respawn time in this level will have no affect. There is infact five more missiles, and five more guns available in Basewars - These are really intended for people who are willing to work for them. Different bots and locations will drop these unique weapons. So look after them!
Storage Silo
When you exit your base, you are now within the perimeter of your base. There are several structures outside. The first one to mention is the Storage Silo, which contains deployable sentry platforms. The Silo looks like a box with purple-matcen lights on the side. Deployable platforms come in the form of countermeasures. There are three different types, each taking longer to respawn. There is a limited number of platforms available per team, so use them wisely.
Repair Hanger
The Repair Hanger has orange lights at the entrance. This hanger will refuel your Energy, and also boost your Shields back to 100 if they are below that figure. Overuse of the hanger can result in a fuse blowout of the shield recharger. Remember, only your team can use this hanger. The other team cannot access any of your base assets.
Shield Generators
There are four objects marked with green lights around the base. They all look the same. These are Shield Generators, and protect your base from being damaged. They shield the Tower, Silo and Hanger. All three of these structures are invulnerable to weapons fire until the generators are destroyed. Once all four are destroyed, the shields of the hangers lower.
Jamming Array
The Jamming Array looks like a large turret, but is infact an Electronic Warfare platform. Enemy players who come near this structure will have their engines jammed for approx ten seconds. It has a twenty second cycle time.

Beyond PVP

Whereas in previous Hyperspace levels, you were limited to just one area - Or a very limited, two way jump as in Standoff - In this spinoff, you get to fly to different star systems entirely. The minigates will instantly teleport you to the connected system. The red and blue base are seperated by a canyon in space. Each base is in it's own system, and there's one system inbetween as well. That means you gotta fly through the centre to get to the other base. Originally, I was going to put each base further apart - But figured people would get bored spending all that time flying around, only to get shot down by that super missile or a lucky bullet from that NPC swindler.

So you ask, what happens if you go beyond the "centre systems?" - Well, go see for yourself. There is nine environments to explore. Each system will feature AI ships, pirate factions bent on destruction. Well, your destruction. From the centre of the map they'll be relatively easy, but as you venture to the systems further out, they might get a bit tough the newbie pilots or may require gangs to take down. Some systems will include a base of somesort - Which could be a pirate outpost, abandoned mining post or something quite scary! Additional weaponry can also be salvaged from destroyed NPC ships.

The level itself is persistant, almost - Some ships will take a long time to appear, others will not appear until after you've already destroyed a certain group. It could take you hours to discover every single spawn Basewars has to offer, from small fighters to huge ships. Some of the scenary is more than just scenary, you can interact with it or change it by destroying it - Look out for missions and gauntlets which you can go to. Beware, some of these are very hard and can't be done alone easily!

Destroying a Base
The best way to eradicate a base is in the correct order. Here, I'll show you some thumbnails indicating what structures to target in what order. Following these steps in conjunction with good team work will result in a strong offense. Remember, the key to victory is not firepower - It's brains. However, when it comes to destroying structures in Basewars, you'll need a LOT of firepower. So be sure to fill your ship with Missiles and Guns. Keep in mind there are three different kinds of ships in Basewars, similar to D3. But these ships are opposite ends of the scale, with the slowest ship having tons of shielding and a huge payload - As opposed to the fastest ship having paper-thin shields and a poor fitting.

Step 1

Here you are. In your base. This is where you start. Straight ahead is the exit, to the first left and right is the armory - Directly below the spawn room.

Step 2

Ten different types of weapons spawn here. The biggest weapons will take 3-4 minutes to respawn, so try not to hog! Also, you can collect Platforms outside of the station in the "Storage Silo". These are best used to defend your base, and should be positioned carefully.

Step 3

Although it may look different, the correct direction to the enemy base is always "right" of your base. So assume you exit your base, the gate directly ahead is the opposite direction. You'll want to take the Stargate on the right side of the base, assuming right is from the perspective of the exit.

Step 4

When you reach the enemy base, the first threat is the Jamming Array. It'll pretty much stop you from doing anything. So you'll need to destroy it with long range weapons first.

Step 5

Once the array is down, you'll be able to target the Shield Generators without being locked down every 20 seconds. Each generator is fairly tough, so you'll need to focus on one at a time instead of splitting targets. It's best to indicate to your team *what* generator you are targeting first, either by direction or with a marker.

Step 6

Once the generators are down, the first two structures that are open to attack are the Storage Silo and Repair Bay. It's up to you which one to target first, however cutting off the enemies supply to Energy and Shields is a good tactic, so the best bet is the Repair Hanger.

Step 7

... And then you destroy the Storage Silo, which inturn results in the Command Tower becoming vulnerable.

Step 8

The Command Tower is the toughest of all the structures, and will take a concentrated effort to destroy. Once it's destroyed, the game ends.

Systems of Basewars
In total there is seven interactive star systems (connected with scripted jumpgates), but infact there is nine environments due to there being two mission areas. Two of these systems contain the destroyable player bases. Scenary such as rocks and debris is randomly placed in systems based on the framerate of the system itself.

The centre system, which separates the Red and Blue base systems contains a varied selection of objects, including Maltu Orion Legion Fighters, Cruisers and a single heavy cruiser spawn (NPCs will spawn in various locations at different times). There is also a asteroid belt with an infested asteroid base. This base is also known as a mission complex, and you can enter solo or with team mates. Once inside, you¡¯ll be locked in until the ten minute timer expires, or you complete the mission. No one else will able to get in and help at this point.

The adjoining systems contain the Red and Blue bases. Each base is scattered in a bubble formation, tightly placed as to not use too much space on the map. There is no other scenery in these systems due to the polygon amount of the bases themselves. There is however fighter spawns from the Maltu Orion Legion at the far edges. They will ignore the player bases entirely and just sit there until approached. These guard the exit systems. So if you get disoriented, remember heading toward the gate with these fighters is the wrong direction to the enemy base.

The systems beyond the bases are optional flying zones - the gates which lead in the OTHER direction. These places are jammed with non player spawns including frigates, cruisers, battleships and other nasty stuff. Some of the stuff will be present when you arrive, or appear while your there. Others may take a while depending on the difficulty of the spawn itself. There are also structures you can explore, and missions that you can undertake to obtain new weaponry. Click here for a look at the full Hyperspace starmap.

Organisations: Earth Alliance
The Earth Alliance is the hub of interstellar commerce, science and military in our small corner of the galaxy. After the discovery of the Ancient Stargates nearly 500 years ago - The knowledge of hyperspace travel was born, and an interstellar community would begin to flourish. Before the time of Hyperspace, ships were limited to travelling at the speed of light - And it would take years to reach the nearest stars. It took nearly a century for scientists to finally unlock the secrets behind the magnificent technological stargates, most of which were almost entirely dead without any power remaining. Little is known about the origins of the stargates, all that is known that an ancient race constructed them. As if by fate, fragments of the same material used to build the stargates was discovered on Mars - And dating put them at nearly 100,000 years old.

It was not until much later that the Alliance finally began to build their own Stargate network. Utilizing the same basic underline technology as the original gates, these new gates would be intended only for explorer vessels, personnel craft, fighters and small cruisers.

The Alliance has had a turbulent history, but is always striving to resolve the inner struggles in hope for a better future. The inner planets of the Alliance are governed by parliaments, whom are also responsible for the terraforming of worlds - From inhospitable barren rocks, to habitable lush worlds. This process takes several decades, and so the majority of colonies within the alliance are shielded environments, either in domes or planetary orbit.

Organisations: Maltu Orgion Legion
The Maltu Orion Legion controls several remote sectors of space, and are considered pirates by many in the Alliance - But many worlds consider them an organization that provides essential supplies to growing colonies. The Legion are on a neutral term with the Alliance, but they are very committed to protecting their assets and will defend them with everything they have.

The technology of the Maltu is considered equally as advanced as the Alliance, and most of their ships are essentially retrofitted Alliance hulls with factional paintwork. Some scientists within the legion were previously citizens of the Alliance, which is the reason behind their technological ability. The origin of the Legion is a mystery to most people, but it is rumored they were once part of an Intelligence arm within the government, which later rebelled against the Alliance. Why, how - No one knows. All that is known is that one day an entire division within the Alliance just decided to pack their bags and leave for a new home, taking ships and equipment with them.

After failing to track down the leaders for nearly ten years - It was, as if by accident, that someone discovered them on a regular planetary survey mission. The Alliance was swift to dispatch representatives to this newly discovered flourishing colony - Only to find a blockade upon their arrival, with the ultimatum to turn around or face death. The scars of the independence wars were still fresh - People were reluctant to spill any more blood, and so the Alliance gave up and disowned the former workers of a once prominent agency.

Organisations: Gemini Syndicate
The Gemini Syndicate is a hardcore pirate organization who control a single solar system on the edge of an uncharted region. It is believed they have ventured further out, but no new stargates have been seen, nor have the syndicate ever built a stargate themselves. The Gemini live out their days mainly on space stations, but it is believed there are some civilian colonies in the system. The Syndicate was formed nearly 200 years ago, and is essentially the hub of the black market in the galaxy. The inner circle of the syndicate are something of a mystery - Few people have had dealings with them, and anyone who did has never come back alive. No one has ever returned from Gemini Prime, the home planet of the Gemini Syndicate. Little is known about the surface of the planet - but long range scans conducted within the system have determined it is protected by at least two Gemini fleets at all times. Gemini ships are very powerful, but while their ships are very impressive, both the Alliance and Legion are able to hold them off effectively.

The Syndicate utilizes projectile weaponry on all their ships, which has nearly been phased out in the Alliance due to the payload size that could otherwise be used for essential equipment. The Syndicate constructs their own interstellar craft - The materials used are common to the system they inhabit, but the sheer brilliance of the craft baffles Alliance scientists, who are unable to grasp how the Gemini Syndicate are able to build their war machine - Which is the reason the Alliance hasn't done anything about the syndicate for nearly a century, because both sides would take heavy losses in all out conflict. Predictions are still upheld though, that one day something will be done to cull the Gemini war machine. It is said that the reason the Gemini Syndicate are able to build such impressive ships, is due to help from an outside force. Although many civilian planets do construct their own personalized space craft, all major components are variations of Alliance engineering. However the Syndicate, for example, have entirely different engineering including unique propulsion systems.

Organisations: Mercenary Confederation
The Mercenary Confederation is comprised of several large companies that gained their wealth through exploitation of civilian worlds. The far reaches of the Sagitarria region and beyond where many civilian colonies thrive is the breeding ground of the Confederation. The darker shades of humankid, the corrupt of corrupt, the backstabbers of society form the very core of the Confederation. Although they are not the cold blooded killers that the Gemini Syndicate truly are, they are far from a peaceful bunch. Once considered merely raiders and pests not unlike an insect, the Confederation is rapidly gaining in strength and power throughout the Northern Region. Advanced weaponry and technology is at the core of the Confederations power. Without even having to field starships, the Confederation succeeded in rising to power amongst the Sagitarria region through raiding and gorilla tactics. Specializing in advanced computer programming and hacking, the Confederation have proven themselves capable of hacking into almost any network. Using neural interfaces and enhancing narcotics, the members of the Confederation have strange tastes in aesthetics.

Stations in Basewars
Click on the name of an object to view it's stats and some information.

  • EA Control Tower
  • EA Science Outpost
  • MOL Fuel Tower
  • MOL Asteroid Lab
  • GS Temple
  • These mobile setups are generally deployed by Carrier-class vessels, such as the Nova, over a period of about 24 hours. The outpost, and all of its components are stored in pods that are unpacked once they are deployed. The unique ability of such outposts is that they can be packed up again and moved elsewhere. The functions of Command Outposts are to provide fleets and squadrons a means for supply and fuel. Also, outposts are able to monitor movements of interstellar craft within a four jump radius - And be fitted for numerous tasks, such as science, research or combat. Command Outposts with rerouted powergrids designed for combat have enough firepower to take on hoards of opponents - But due to the remoteness of these outposts, such setups are rarely used. The outposts themselves are poorly defended with very thin armour. Special Features: 150% bonus to deep space scanners.

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    These outposts, usually well defended, are found in deep space systems where little resides. They serve mainly as research and scientific platforms. They contain endless labs. It is rumoured that during the independance wars these outposts were often fitted with "overheated" weaponry, enabling them to surprise their attackers at the expense of extreme energy.

    Special Features: 50% bonus to jamming ability.

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    Large refueling outpost for Maltu Orion Legion ships. It's docking bay can only support fighter sized craft, however it is capable of remote repairing and fueling larger ships.

    Special Features: 25% bonus to jamming.

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    Secret labs are known to exist within the borders of Maltu space. These labs are often found inside huge asteroids, and while they are not capable of receiving any craft other than personnel transports - It is rumoured the labs themselves are very large.

    Special Features: None

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    Gemini Temples are rare stations from the humble early days of the Gemini Syndicate. When the Syndicate was first formed, many of these structures were built in honour of the gods. Usually, these stations are made up of two sections. The first, is the docking section, where transports can enter to land. The second is the shrines and temples, hundreds of them, each for an individual person or group. These are all sealed off with blast doors to prevent any accidents. Today, the majority of these Temples are abandoned. No one knows why they abandoned them, but many mysterious events occured at the same time. It is believed that whatever caused the Syndicate's people to literally turn "insane" with rage, has something to do with it.

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    New ships introduced in 'Basewars'
    Click on the name of an object to view it's stats and some information.

  • EA 'Pegasus' MII Fighter
  • EA 'Horus' Fighter
  • EA 'Seth' Fighter
  • EA 'Isis' Bomber
  • EA 'Deimos' Cruiser
  • MOL 'Hawk' II Fighter
  • MOL 'Merlin' Fighter
  • MOL 'Stork' Bomber
  • MOL 'Hunter' MV Cruiser
  • MOL 'Inferno' Cruiser
  • MOL 'Munin' Battleship
  • MOL 'Destroyer' Battleship
  • GS 'Escort' Fighter
  • GS 'Knight' Fighter
  • GS 'Barrager' Battleship
  • GS 'Hellbore' Carrier
  • The Pegasus is a squadron fighter assigned to protect the assets of the Alliance - It is believed around two thousand are currently in active service. They are equipped with standard blaster cannons. Usually, Pegasus fighters are found in groups of three or four. The Mark II Pegasus is a response to the need for a ship capable of intercepting targets faster.

    Special Features: None

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    The Horus interceptor is highly favoured among combat pilots who have a thing for speed. With twelve powerful thrusters it is able to accelerate at a rate greater than most Interceptors in the galaxy. Despite it's ability at rapid interception of targets, the Horus lacks the power to sustain heavy weaponry for long periods of time - And has fairly weak shields. This is something that must be kept in mind for anyone piloting it. Like all modern fighters, it can easily be refitted to carry different kinds of weapons.

    Special Features: 50% shield resistance

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    The Seth is the mid-range fighter for Alliance combat pilots. It doesn't have multilayered shielding or powerful thrusters, but it does every job well. The Seth can handle most fights with ease, using an advanced powercore to sustain it's weaponry while still being manueverable enough to avoid weapons fire. The Seth is popular among Trainee pilots due to it's good thrust and sterdy shields. Like all modern fighters, it can easily be refitted to carry different kinds of weapons.

    Special Features: 70% shield resistance

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    The Isis, or more commonly known as the flying brick among veteran pilots, is the most powerful fighter sized craft available to Alliance military. With an advanced series of shield generators, it is able to project multilayered shielding that enables the craft to absorb 90% of the energy directed toward it. It also has the highest energy output and storage, enabling it to match the firepower of any threat, even ships ten times it's size. The only drawback is speed, which is nearly half that of a Seth Fighter.

    Special Features: 90% shield resistance (included in HP calculation)

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    The Deimos cruiser is an old Alliance design, but still a worthy opponent. It is still the most damaging cruiser in it's class, and among the fastest of any - Despite it's odd design.

    Special Features: 25% bonus to rocket reload.

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    The Hawk Interceptor is a fifty year old Alliance design, but still it is widely used among civilian organisations as protection. The Maltu Orion Legion deploy hundreds of Hawk's throughout their region of space. They are widely found among the 'Hope' and 'Genesis' regions. Although the Hawk is not capable of reaching the speeds of an Interceptor, it is still quite capable of maneuvering in combat. The Mark II version of the Hawk is a radically redesigned craft that the Maltu Legion exclusively uses.

    Special Features: 25% reduction in Railgun energy usage.

    Possible Salvage: Maltu Railgun

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    Merlin Fighers are fearsome ships capable of dealing massive damage in groups. A squadron of Merlin's is capable of overpowering ships much larger. Although they may appear slow and harmless, approach with care.

    Special Features: None.

    Possible Salvage: 25mm ION

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    Stork Bombers are an older version of the Mortifier bomber, but still a formidable craft which can be fitted with a variety of payloads from light rockets to heavy cruise missiles.

    Special Features: None.

    Possible Salvage: Hornet Rockets

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    The Hunter-Cruiser has seen five variations over the past few decades. The Hunter was one of the first combat Cruisers comissioned by the Alliance - And although many of them were destroyed in the independence wars, they are still widely used to protect the Alliance's assets. The MOL Hunter is based on the latest Mark V Hunter, although the actual frame was originally designed for the Mark IV.

    Special Features: Proximity Shockbomb (Fore)

    Possible Salvage: 50mm ION

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    The Inferno battlecruiser is one of the most feared cruisers in active service by the MOL, and is also one of the newest ships to come off the construction line - Fitted with advanced power cores and layered armor, the Inferno will light up any opponent from the get-go. Approach with extreme caution.

    Special Features: Large Proximity Shockbomb (Dorsal)

    Possible Salvage: Cruise Missiles

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    The Munin is the flagship of the MOL fleet, based on the now retired Conquistador design. It's irregular shape is considered an eyesore to many, but while it lacks in aesthetics it more than makes up for it in combat ability. It's also capable of entering Hyperspace for a few seconds, which allows it to quickly traverse the distance of a solar system - However, there have been many reports of faulty drives on the Conquistador hulls, most likely as a result of premature installation.

    Special Features: Short Range Hyperspace Drive

    Possible Salvage: Cruise Missiles, Plasma Railgun

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    The Demolisher Destroyer is a ship favoured by veteran ship captains because of it's success rate in battle. No ship in it's weight classs can match the firepower of a Destroyer. Only those highly in favour are able to captain the Demolisher. It's a rare ship - Very few exist in the Maltu Legion, and not that many are present in the Alliance, either. The Demolisher hull has the largest weapon loadout of any Battleship - Just two or three are capable of taking down a Carrier class vessel.

    Special Features: None

    Possible Salvage: Orion Corona's

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    The Gemini Escort is the most common fighter used in the Syndicate, and is one of the most dangerous ships in it's weight class.

    Special Features: None

    Possible Salvage: Beserker Missiles

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    Knights are vicious squadron Interceptors commonly found at Gemini Outposts or onboard Carriers. Gemini Ships are traditionally slow, but the Knight breaks this tradition with thrusters faster than most Alliance fighters.

    Special Features: None

    Possible Salvage: Hornet Rockets

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    The Barrager is the mainstay of the Gemini fleet, and is something of a monster in both it's size and firepower. While Gemini ships are considered the most powerful in the universe, they are infact quite weak compared to Alliance ships - The Barrager is no exception in this case because of it's large payload bays - Thus reducing the ability to effectively coat the ship with armour. However, this is more than made up for in the sheer brute force of the Barragers artillery guns.

    Special Features: 25% bonus to tracking efficiency.

    Possible Salvage: Beserker Missiles, Sphinx Mines

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    Very little information is available on the Hellbore - Mainly because very few people have ever seen one, and even fewer people have seen one and lived to tell the tale. They are usually found in the deep regions of space that no one frequents, or in orbit around Gemini Prime, the home of the Gemini Syndicate. Few scans have been collected of the Hellbore, but enough has been obtained to gather a reasonable idea of it's threat level to an Alliance outpost - Severe. It is not known how the Gemini people were able to build such a deadly vessel. Many people within the government say the Hellbore could pose a significant threat to weaker Alliance worlds that are outside of the RRA (rapid-response-area) - and that countermeasures must be put in place soon.

    Special Features: Capital Strike Shockbomb (Fore), 50% bonus to Missile reload, 500% bonus to Hyperspace range.

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