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Previews : Simulation : JumpGate



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JumpGate is a Game that you probably have never heard of before this. What type of game is it you ask. Well those of you who remember Frontier, Elite and Privateer will of course know that those games are great. And this is a even better version. For those who still have no idea what the game is. Its a space combat trading simulation based online. You can trade goods with space stations and other players, you can shoot and kill other players you can transport people. Its a real simulation, the universe you play in is so huge you'll never visit every planet within 5 real life years and you are playing and communicating with other real players. You can choose from around 40 ships, you have many types of weapons and cargo as well as different types of shields. You can make up an alliance with other online friends and have wingmen. 

You will be in intense non stop gaming action every minute you play.

For more information goto netdevil the game developers.
Price: It is currently assumed the price will be around $10 - $15 dollars US per month. Quite alot but should be worth it.

JumpGate is an online-only, massive multiplayer persistent universe for Windows 95/98. The player is the owner and pilot of a spacecraft, with the objective being to acquire wealth by engaging in trade and/or combat with that ship. Players may work on their own or together as members of a collaborative team. Players can use the funds they acquire to improve their craft in various ways, such as the typical weapon upgrades, better engines, etc.

Jumpgate in a Hotzone The game universe consists of potentially limitless navigational areas that are interconnected by a series of jumpgates. These jumpgates allow a spacecraft to "jump" to another area using extra-dimensional means. Some areas contain only jumpgates, while others contain space stations and colonies of various types. Currently there are 12 sectors and 5 stations. Due to the unique physical properties of a jumpgate, a considerable distance must separate these devices from space stations, colonies and each other. Spacecraft must therefore travel between the various gates and stations in each navigational area by conventional means.

At the Bar Space stations provide a means for players to engage in commerce of various types, such as ship repair, equipment purchase, and buying and selling commodities. Stations also furnish an area for players to interact, such as planning missions or forming contracts. This can be done in the IRC style chat systems found at every station.

There are currently 3 races or sectors to play under, each with characteristics that will appeal to different types of gamers. Some navigational areas are controlled politically by the different sectors, and players from that sector will find an easier time in those. Some areas are neutral; these areas provide the greatest possibility of profits from resources. Obviously, the neutral areas are hotly disputed between the different teams in battles to control the wealth. There is nothing stopping a player from flying to any sector they can reach via jumpgate. The further you go, the greater the risk and the greater the reward.

Flying About The bulk of game play is intended to take place flying the spacecraft. The flight model is entirely physics based and a hybrid between a pure space flight model (momentum based, no drag) and an atmospheric model (that includes drag and other effects). In this model two main forces are modeled, thrust and drag. Impulses due to collisions are also modeled. Mass plays a significant roll in all calculations. The mass of a craft will change as equipment, fuel, and ordinance is added or discarded. The effect of gravity or other forces can be added to the model easily, and future plans include as an example planet surface skimming. The flight model allows every degree of freedom and is unlike any other game yet made.

JOSSH Website In addition, there is a fully integrated website based in the Jumpgate universe. This website is like a portal for the game itself. There is an extensive database of all known equipment, commodities, spacecraft and organizations. There are historical records that can bring a pilot up to speed on what political issues they will be facing. There is a news area tied directly into live game statistics and events. At any time of the day anywhere in the world, a player can read the latest news about their sector, view their stats and compare to friends and foes, check the weather in each sector, and access market news for various products. For beginners, the flight academy teaches the basics of control and maneuvering for low gravity flight. There is also a recruitment center to point your friends to to get them to sign on.

[ website design and construction by our close associates, Fourmula Technologies ]

The Solrain Pioneer JumpGate supports a multitude of spacecraft, from the base model fighter to mid-sized freighters to advanced fighters, even multi-mode re-configurable ships (sort of transformer type vehicles). Eventually, much larger ships will be added such as bulk freighter, corvette, destroyer and even carrier class ships. This will contribute greatly to team play as teams can pool their resources to purchase a large ship and several escorts.

Ships are very customizable and upgradeable. Every major system: engines, shields, sensors, targeting computers, electronic countermeasures, and of course weapons, supports multiple upgrades.

Missile Tracking Weapons include the basic laser, advanced lasers, multi-barrel cannons, plasma/ion guns, and of course the Gauss cannon. A large number of missile types are also supported, from the basic ship-to-ship missile to capital ship killing torpedoes to "shotgun" style missile packs. Missiles have varying degrees of AI as well; the pricier you go, the smarter they are.

Shop and Save! Trade is the primary means by which players will improve their finances and their spacecraft. While each political entity has economic specializations, all pay premiums for raw materials such as metals and rare minerals. The flow of goods and thereby their relative scarcity at any given location affects their current going price. Obviously, the longer hauls result in better profits but also increased danger. In addition to moving bulk materials and products, courier services can be contracted by the various nations as the Jumpgates can be used to carry information much faster than the speed of light. Lastly players can engage in contracts of their own design in order to reach their mutual and individual goals.

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