Common Terminology

The following are terms which may be read in conversation, or may appear in news.txt.

Term Meaning and Usage
ad May refer to:
  • Anti-Death - Often during flag games, Lancaster ship pilots (or those with Evoker) will announce "ad" upon a death, informing their teammates who may be waiting to /?attach that they have to wait until they've respawned.
  • Advance - Also during flag games, teammates may announce "ad" to encourage the team to advance toward the enemy or flag room. This variation is more often than not used in a sentence, as opposed to alone, such as, "smalls ad."
at May refer to:
  • Alien Technology - A category of purchasable ship modification items.
  • Attach - Although rare, some players will use the abbreviated word to ask other teammates to attach to their ship.
    See also: anchor
anchor Refers to the ship on the flagging team to which the team attaches aftear death to warp back to the flagging base, or to the action of attaching to the anchor ship.
Syn: lanc, evoker
big[s] The large sized ships, ie the Spider and Leviathan. This may also include the Lancaster, although it is bigger than the other two. These ships can be equiped with Evoker (and Summoner in the case of the Leviathan), so that other ships can attach with no energy penalty, to become an anchor.
buff To increase the capability or performance of something; to 'buffer.'
Ant: nerf
center, c, sector0 The area at the center of the zone map. Center does not have a flagging base, but initially all flags are placed here. This area is generally used for standard dogfighting.
drop When a ship is carrying flags, the flags will "drop" when the flag timer expires. The location they are dropped determines ownership of the flags. Flags dropped in a flag room are claimed by the team. Flags dropped outside of a flag room are neuted, or not owned by anyone. Typically, drop refers to the former.
Ant: neut
evo, evoker Evoker is the item that can be added to certain ships which allows other ships to attach with no energy penalty. Teammates may announce "evo" when they want to you attach to them.
farm, farming Utilizing bots for unapproved gain, such as grinding them for easy money, or transfering money from a bot account to the account of a real player. Note: Farming is against zone rules.
flag room, fr The area most central to a base, where flags can be dropped to retain team ownership.
grind May refer to:
  • The process of killing enemy ships repeatedly to earn money and exp.
  • Repeatedly killing bots, usually with ignoble tactics, to more easily amass money and exp. See also: Farming. Note: Grinding bots is against zone rules.
jp, jackpot The reward purse for the next completed flag game. The jackpot can be seen (if it is not disabled) by typing ?jackpot, however the actual jackpot amount to be rewarded at the end of a flag game is affected by a mathematical formula, and will be different than the number displayed.
lanc, lancaster Litterally used to refer to the Lancaster ship type, however because of the ?lancs command, sometimes is used as a blanket term to describe any ship with Evoker capability that can be attached to.
Syn: anchor, evoker
leak[ing] May refer to:
  • When an enemy ship gets past the opposition's line of defense inside of a base.
  • A ship built for the purpose of doing the aforementioned.
med[s], medium[s] The medium sized ships, ie the Terrier and Weasel. These ships can only attach to larger ships.
nerf To decrease the capability or performance of something.
Ant: buff
neut, neutral May refer to:
  • A flag that has been dropped outside of a flag room, or an unclaimed flag.
  • The act of dropping a flag in a way that ensures it is not claimed by the team, such as changing ships or team-killing.
    Ant: drop
op An abbreviation for 'over powered.' Generally used referring to one or more items in an itemset that are throught to have been made too strong, in comparisson to other items.
pd An abbreviation for Point Defense, the item that adds an automated turret to a ship.
rush[ing] May refer to:
  • The act of agressively attacking the enemy inside a base.
  • A ship built for the purpose of doing the aforementioned.
sig, signature Some of the ship items which can be purchased are considered 'signature items.' These items are part of a group of specialized items, of which each ship can only (typically) carry one at a time. In the ?buy menus, these items' descriptions begin with [S].
small[s] The smaller sized ships, ie the Warbird, Javelin, and Shark. Often these ships are used for rushing or leaking, and a teammate will announce "ad smalls," to encourage pilots in small ships to advance. Smalls can attach to larger ships.

Ship Properties Reference

This is a list of the adjustable ship properties which can be found, for instance, when typing ?iteminfo or ?shipstatus -v.

Attribute Definition Benefit if:
adcooldown The time required for Anti-Death to 'recharge.' Lower
addelay The amount of time before Anti-Death can be used. Lower
afterburner The amount of energy required to use Afterburners. Lower
antienergy The amount of energy required to activate (and use) Antiwarp. Lower
antiwarp Whether Warp Disruptor (Antiwarp) is enabled for your ship. 1
attachmask Modifies which ship types you can attach to. Neutral
blinkaweffect
blinkdelay The amount of time before Dilithium Matrix can be used. Lower
blinkdistance The distance of the Dilithium Matrix jump. Neutral
blinkmin
blinkradius
bombdamage Lower
bombdelay The time between bombs, or the time that must elapse after firing a bomb, before another weapon can be used. Lower
bombdelaypct Modifies your ship's bombdelay by a percentage. Lower
bombenergy The cost (in energy) to fire one bomb. Multiply by bomblevel to get actual cost. Higher
bombenergypct Lower
bomblevel The [tiered] level of damage caused by bombs and mines. Higher
bounce Whether bullets bounce off walls. Higher
brick The number of Brick your ship has at spawn. Higher
brickmax The maximum number of Brick your ship can carry. Higher
brickmode The type (shape) of Brick you carry. 1 = Wall, 2 = Long Wall, 4 = Box. Neutral
brickspan The size (number of tiles) of the Brick you carry. Higher
bulletdamage Affects the amount of damage you recieve from bullets of any gunlevel. Lower
bulletdamageup Affects the amount of damage you recieve from bullets with gunlevel 2 and above. [totaldamage = bulletdamage + (bulletdamageup x (gunlevel - 1))] Lower
bulletdelay The time between bullets, or the time that must elapse after firing a bullet, before another weapon can be used. Lower
bulletdelaypct Modifies your ship's bulletdelay by a percentage. Lower
bulletenergy The cost (in energy) to fire one bullet. Multiply by gunlevel to calculate actual cost. Higher
bulletenergypct Lower
burst The number of Burst your ship has at spawning. Higher
burstdamage The damage you receive from a single burst bullet. Lower
burstmax The maximum number of Burst your ship can carry. Higher
cloak Whether Cloak is enabled for your ship. 1
cloakenergy The amount of energy required to activate Cloak. Lower
decoy The number of Decoy your ship has at spawning. Higher
decoymax The maximum number of Decoy your ship can carry. Higher
dontbrick Used for Energy Infusion, and Revival Module (to prevent actual bricks being placed). Neutral
ebombdamage Modifies the amount of damage caused by EMP Bombs, expressed as a percentage ('-210' is -21% of damage). Lower
ebombtime Modifies the amount of time your ship is affected by EMP Bombs. Lower
energy The total amount of energy your ship has. Higher
energyscrambling The ability to hide your energy level to ships with Energy Scanner. Higher
energyviewing Whether you can view other ship's energy levels (with Energy Scanner, or Oracle System). Higher
enterdelay How long you must wait before your ship spawns after each death. Lower
exp_multiplier Multiplies your EXP (experience) when you receive a reward. Higher
explodepixels The 'splash' radius of your ship's bombs. The farther away from the explosion, the less damage. Higher
extrabombcount The additional number of bombs released for each bomb fired. Higher
extrabombdelay The amount of time between release of extra bombs. Lower
field The type of Field carried. 2 = EMP Field, 1 = Lightning Field, 16 = Coffin Field, 4 = Searing Heat, 8 = Chaos Field Neutral
fielddelay The time required between activating Fields. Lower
fieldlauncher Whether your ship has the ability to activate Fields. Higher
gravspeed How much your ship's speed is affected by black holes. Neutral
gunlevel The [tiered] level of damage caused by bullets. Higher
hsd_multiplier Multiplies the HSD (money) when you receive a reward. Higher
id Whether ID Drive is enabled for your ship. 1
idarea
idblast The strength of the explosion that will result from engine failure. Lower
idcool How long you must wait in between uses of ID Drive. Lower
idimage
idmaxtofail The maximum level of energy that would allow your ID Drive to have engine failure. Using ID with an energy level higher than this amount results in a 0% chance of failure. Lower
idonlytk Whether your ID Drive engine failure affects only your team, or others. Non-one
idwarmup The length of time you must wait before using ID Drive. Lower
inactshrapdamage Damage incurred by shrapnel that did not originate from a bomb blast. Lower
initialbounty Modifies the bounty your ship has when it spawns. Neutral
jittertime The amount your screen shakes when impacted by certain bombs. Lower
mapzoom The amount of map that can be seen on radar. Higher
maxmines The maximum number of mines which can be laid at any time. Higher
maxspeed Your ship's maximum speed (Afterburners). Higher
maxthrust Your ship's maximum thrust (Afterburners). Higher
minedelay The length of waiting time required in between laying successive mines. Lower
minedelaypct Modifies your ship's minedelay by a percentage. Lower
mineenergy The amount of energy consumed to lay a L1 mine. Multiply by your ship's bomblevel to calculate actual amount. Lower
mineenergypct Lower
mineenergyup
multidelay The length of time between multi-fire bullet shots. Lower
multidelaypct Modifies your ship's multidelay by a percentage. Lower
multienergy The amount of energy consumed when firing a single multifire bullet shot. Lower
multienergypct Lower
multifire Whether or not the gun has multi-fire capability 1
nofastshoot Determines whether you can shoot while using Afterburners. Non-one
portal The number of Portal your ship has at spawning. Higher
portalmax The maximum number of Portal your ship can carry. Higher
prox Whether proximity is enabled for your ships bombs. Proximity radius increases with bomblevel. Higher
recharge Your ship's speed of energy recharge. Higher
repel The number of Repel your ship has at spawning. Higher
repelmax The maximum number of Repel your ship can carry. Higher
revival_cooldown Lower
revival_chance The percent chance that Revival Module will revive your ship upon death. Higher
revival_module_enabled Whether Revival Module is enabled for this ship. 1
revival_warmup How much time must pass (after spawning) before Revival Module can be activated. Lower
rocket The number of Rocket your ship has at spawning. Higher
rocketmax The maximum number of Rocket your ship can carry. Higher
rocketspeed Modifies your ship's speed when using Rocket. Higher
rocketthrust Modifies the thrust when your ship is using Rocket. Higher
rotation How fast your ship can rotate. Higher
seebomblevel Whether you can see incoming bombs on radar. Higher
seemines Whether you can see mines on radar. 1
shraplevel The [tiered] level of damage caused by shrapnel. Higher
shrapnel The amount of shrapnel generated by a bomb or mine explosion. Higher
shraprate The amount of bomb shrapnel (generally set per ship type). Higher
speed Your ship's flying speed. Higher
stealth Whether Stealth is enabled for your ship. 1
stealthenergy The amount of energy required to actiave Stealth. Lower
summon Whether Evoker/Summoner is enabled on your ship (other ships can 'attach' to you without losing energy). Higher
summonmask Determines the type of Evoker/Summoner behavior for your ship. 51 = Evoker, 191 = Summoner, 242 = Both Neutral
thor The number of Thor's Hammer your ship has at spawning. Higher
thormax The maximum number of Thor's Hammer your ship can carry. Higher
thrust Your ship's ability to quickly change direction of travel. Higher
turretalt
turretdelay The bulletdelay of your automated turrent's gun. Higher
turretenergy The total energy of your automated turret. Higher
turretlevel The gunlevel of your automated turret's gun. Higher
turretlimit The maximum number of ships which can stay attached to your ship as turrets. Higher
turretmaxrange The maximum distance to an enemy that your automated turret will fire. Higher
turretminrange The minimum distance to an enemy that your turret will fire. Neutral
turretrecharge Your automated turret's speed of energy recharge. Higher
turretship
turretspeed The speed decrease incurred when a turret attaches. This value is multiplied by the number of attached ships. Lower
turretthrust The thrust decrease incurred when a turret attaches. This value is multiplied by the number of attached ships. Lower
turretweapon
xradar Whether X-Radar is enabled on your ship. 1
xradarenergy The amount of energy required to activate X-Radar. Lower
xradarrange The maximum distance between your and an enemy's ship, where the X-Radar's effect is active. Higher