Official FAQ
1. General
Jumpgate is an online-only, massively multiplayer persistent universe (MMPU) for Windows 9x/ME/2000/XP. The player is the pilot of a spacecraft, with the objective being to either acquire wealth and status by engaging in trade, mining, and/or combat with others, and by roleplaying. Players may work on their own or together as members of a collaborative group called a Squad. Players can use the funds they acquire to improve their craft in various ways, including weapons, engines, shields, and other modifications and upgrades.
Jumpgate at it's heart is more than just a single genre game. It is a complex universe meant to allow a lot of playstyles, including roleplaying, simulation, trading, combat, piracy, or even simple hanging out with friends. Our central theme is to build the world, and let the community (you) decide what to do with it. The Jumpgate beta community has developed a community of friends and some consider family. Upgrades will continue to evolve and enhance the universe for as long as there are players in it.
Minimum System Requirements:
Windows 95/98/ME/2000/XP
200mhz Processor
32MB system RAM
150MB Free Hard Drive space
16MB 3D Accelerated Video Card (DirectX 8.1 and above compatible)
28.8k Internet Connection
DirectX 8.1+
Recommended System Requirements:
Windows 95/98/ME/2000/XP
350mhz Processor
128MB system RAM
150MB Free Hard Drive space
32MB 3D Accelerated Video Card (DirectX 8.1 and above compatible)
Broadband Internet Connection
DirectX 9+
Yes, Jumpgate was designed from the start to function with a joystick. You can use a mouse and keyboard (or just a keyboard) if you prefer, but a joystick is usually the preferred method of control.
Unlike most recent space sims, flight in Jumpgate is completely under your control - there is no point-and-click autoflight. To get where you're going, you need to point yourself in the right direction, and maintain a steady course.
At this time, no, Jumpgate is only available on Windows-based systems. In the future we hope to be able to port the game client to other platforms, but at the moment we're focused on providing the best experience we can with our current client.
You might fly escort for a wealthy trader hauling precious and heavy Uranium across the galaxy, protecting them from hostile aliens and greedy pirates. You might feel like a nice guy and go bounty hunting. You might go on a "beacon run", establishing control for your faction in any sector you can. You might carry top secret data discs on intelligence missions from station to station. You might engage in political ramblings with competing squads or faction members. If you are lucky, you may find yourself working alongside a NPC (played by internal staff) in a strike against another NPC or enemy squad/station. You might be ordered to scan unstable anomalies in deep space, or provide photographic reconaissance. The list goes on and on...
Yes, 100%. The universe exists with a backstory for setting, but the interesting stories come from day-to-day play, and player organized events. Although there are planned and scripted story points that will be revealed over the years, when and which of these stories are released depends on what the players are up to. Every pilot can also contribute directly to reconstruction missions, which result in new facilities being erected around your faction's stations. These buildings may improve production, provide specific items, or research new technologies. In this way, the players can directly affect the current balance of power in the universe.
Jumpgate currently has a secret 36 month story and feature guideline, based on 1 to 2 month point releases. Depending on player actions, desires, and conflicts, possible upgrades to the universe might include the following (without giving everything away):
- Station Storage Depots - implemented 11/2001!
- Corvette Class Ships with multi-player turret control
- Frigate Class ships
- Capitol Ships, such as destroyers and carriers
- Advanced Conflux engagement and capabilities - implemented 04/2002!
- Cloaking Devices
- Newly discovered Alien Life forms
- Exploration Systems and New Technologies - implemented 01/2002!
- Subversive Pirating Technologies - implemented 03/2003!
- Support Systems - implemented 04/2002!
- New Playable Factions at high ranks
- The Secret of Amananth Exposed!
- Player and Squad Owned Stations and Resources - implemented 03/2003!
- New, Interesting Types of "Space Weather"
- Black Holes, anyone?
- Strange, entire new galaxies to explore, perhaps for humanity's very survival...
- ... what else can you imagine?
As our beta testers and current players can tell you, NetDevil listens to the community's dreams and wishes. Many features and modifications currently in Jumpgate were inspired by the players themselves. What's more, every single player actually contributes in-game, by completing faction and TRI missions to build the necessary technologies to implement the next big thing. Now that Jumpgate is "live and stable", we are comitted to making the universe fresh and interesting for as long as the project is successful.
The proprietary DANCER (Drag And Near-true-physics Combined to Engineer Reality) flight and rendering engine is a hybrid between pure space flight (momentum based, no drag) and atmospheric flight (that includes drag and other effects). The DANCER model models two main forces, thrust and drag, as well as impulses due to collisions. In a nutshell, flight is momentum based, but not impossible, with the "fun factor" kept in mind. Multi-directional damping brakes and gravitic drag in space allow for a realistic feel of space flight without the hassles of 100% true physics as we know them.
Although Jumpgate involves an immense, complex universe, the basics of flight and getting around can be learned in roughly an hour. Jumpgate includes a newbie help system, which provides popup tips as you progress through your early development as a pilot. In addition, every piece of the in-station interface is labeled with rollover tooltips to help you understand the various buttons and functions. You automatically join a universal :help chat channel as a newbie, which is populated by GMs and veteran players willing to offer advice. There is a program that will allow experienced players to help new players. It is called the Mentor Program.
The box version of Jumpgate comes with an extensive, detailed manual, and of course there's always JOSSH (Jumpgate Operating System SHell), available online at http://www.jossh.com for all the info a pilot could desire.
This program has been designed to encourage seasoned veterans to pass what "space smarts" they have on to new recruits.
In turn, Mentors will be rewarded with experience bonuses until their student reaches the rank of 10. 10% of all experience earned by a student will also be awarded to their mentor while they are on-line. 5% of all experience earned by a student will be awarded while the mentor is offline. (Experience awarded is NOT taken from the student's experience, but is an equal amount of experience the student earns given to the mentor)
To become a Mentor you will need to be rank 10 or higher, and recruit at least one student. To invite a student, type /mentor callsign. (Callsign is case sensitive.) This will send the pilot an invitation to become your student. (Both parties must be docked at a station for this invitation to be sent.) Once a pilot has been awarded Mentor status, they will begin to receive messages from TRI each time new pilots log in. Mentors will also receive a message every time one of their students logs in to the Jumpgate universe.
A Mentor may tutor up to 10 students at a time. Mentors may check their student roster by typing /students. To remove a student type /mentoroff callsign.
If you live in America or Outside Europe, you can download Jumpgate for FREE! You can also enjoy a free 10 day trial, risk free (credit card customers only). Download one of the following installers:
- Full Install, ~121 MB
- No Music, No Intro Movie, ~53 MB
Be sure to create your account at the Recruitment Center while the download finishes.
If you live in Europe, visit http://www.mightygames.com for more information on playing Jumpgate.
Yes, For the latest pricing information, please visit the appropriate publisher site for the region you live in:
America and Outside Europe:http://www.jossh.com/terminal_civilian.html - Unlike many MMOG's, our game software is free, and includes a single-player offline simulator in order for you to test performance and compatibility on your system. You can find links to the most recent game client downloads at JOSSH.com.
Subscriptions are available for $9.95 monthly. Jumpgate accepts subscriptions using all major credit cards, as well as a number of alternative payment types through the PayByCash service. Currently, PayByCash supports the following payment options: Money Order, Check-by-FAX, Virtual Check (aka 'eCheck'), Auto-Debit (aka 'Direct Debit'), Bank Transfer (aka Wire Transfer or Electronic Funds Transfer), PayPal, Certa-Pay, Western Union, hyperWallet hyperWALLET™, C2it, USPS, Yahoo PayDirect, Cyphermint, and TravelersExpress® MoneyGram®.
Episode 2, Jumpgate's first expansion, was released to all current players via download in March 2003, as a part of their subscription. In "Attack of the Conflux," the Jumpgate universe received a major over-haul with the addition of nine new ships, player-stations, sector claiming, piracy, and an entire new alien galaxy.
Europe - see http://www.mightygames.com.
Jumpgate™ comes with an AutoUpdater that checks for upgrades every time you login. If there is a new version, it will automatically download and install the changes, then run the game. It is very painless and easy.
2. Players
All spacecraft you see in space are currently actual people. The Conflux (hostile aliens) are AI controlled.
JumpgateTM's scaleable server architecture allows for over 1000 players per sector, and virtually unlimited numbers of sectors on demand. We are able to support 10's of thousands of players, simultaneously in the same universe. If you've played other MMPU games, imagine picking a server with 10,000 players on at once rather than the standard less than 2000.
Currently, there will be a European universe and a North American universe. This is due to bandwidth and lag concerns more than anything else, as we want to keep the network traffic fast and reliable for as many people as possible.
Yes, newbies launch from their core station, which is typically heavy with friendly traffic. A newbie is actually invincible from player fire until the newbie has advanced sufficiently to be prepared, or until that newbie starts a fight. If you are wrongfully attacked in a station sector, defense droids launch and immediately attack the aggressor. In addition, aggressors take a hit in their political status, which carries a range of penalties that are increasingly severe. Once you are an aggressor, a bounty is placed on your head, and anyone will be free to fire upon you and avenge your wrongs. There are also options for honorable combat in game, should it be mutually desired.
Every pilot has a TRI insurance rating. This rating will go up or down, depending on how often your ship is wrecked, especially while on missions. This in turn determines how much compensation you receive for your ship, and what was equipped. Typically, you get most of the money-value back, but you may have to go hunting for the best equipment again, depending on supply. Additionally, black market equipment is uninsured. Your escape pod will be sent to the last friendly station you docked at or the last non-Faction station you /home at.
Any pilot can purchase a player-station core at a faction station, starting at a reasonable price for 2-point stations, and increasing to "pretty expensive" for larger ones. After this item is purchased, the station can be placed by using a command at the location for construction. Once built, a station cannot be moved, but it can be upgraded.
Each station has a number of slots available for module additions based on the number of points on the core - these modules can do a variety of things, including repairing ships, rearming weapons, increasing storage, processing ore, or even allowing entire ships to be stored in a hangar. If you'd like, you can configure your station to be a public shopping area, or a squad-only rearmament station, or just a private storage area.
3. The Jumpgate Universe
Jumpgate has roughly 50 different guns and roughly 20 different missile payloads of different capabilities. These include light to heavy lasers, ion beam cannons, long range mortars, dual and single barrel rapid fire munitions, and dumbfire, guided, and fire and forget intelligent missiles. In addition, there are defense systems such as stealth anti-radar equipment, tactical missile defense systems, and FlashFire turbo boosts for quick getaways.
The economy is a multi-tiered supply and demand model. There are basic ores which make up basic elements which make up basic commodities which make up advanced materials, which can all be combined in various ways to produce various pieces of usable equipment and supplies. Depending on what each station has in stock, produces, or uses, prices fluctuate in real time. Faction and TRI taxes also fluctuate based on your political status, and current control of the universe. Player to player trade is also an option. Running missions, either for the computer or another player, is yet another way to make money.
The Reconstruction Initiative (TRI) is the guiding force in rebuilding the universe to its former glory. TRI spans factions, friendly and unfriendly, and subsidizes spaceship construction to further their goals. TRI pilots are known to have much more freedom than planetside civilians, as well as the ability to make a personal fortune, which is the number one reason to enlist.
There are literally dozens of departments with in TRI, but the most recognizable ones or heard of are:
TRI Defense (TRID)
TRI Research (TRIR)
TRI Bureau of Steller Cartography (BSC)
TRI Ministry of Information (TRIMI)
TRI Ministry of Evolutionary Advancement(TRIMEA)
TRI Ministry of Justice Office (MoJo)
Factions are similar to nation states. Each has a distinct culture and history, and differing general attitudes towards each others. When you play Jumpgate, you fly under one of the three player factions to give you a kind of default team, and to slightly specialize in various modes of roleplaying. However, just because your nationality is one way does not necessarily mean you agree or even like your faction, as evidenced in the real world.
Jumpgates provide a means of extra-dimensional, instantaneous travel between two distinct points in space using gravitic anomalies found after The Great Collapse. In reality they are the same point, as proven by the great Sorian W.J. Samon's Theory of Counter Gravitational Fluctuation. (We'd print it here, but his handwriting was horrible!)
They feed TRI all sorts of data, such as environmental conditions, pilot traffic, and Conflux movement. They also provide the backbone of the universal chat system built into all TRI craft and stations. Over time, they tend to drift out of alignment, and need to be reoriented. Special computers (Beacon Control Units, or BCUs) can be fitted on your ship to reprogram beacons to line up correctly. TRI rewards you and your faction with experience and tax breaks for each beacon successfully controlled.
The Conflux are an openly hostile alien group that appeared in the Jumpgate universe about 2 years ago. Very little is known about their origin, intent, or nature, other than nothing seems to bring them more joy than destroying a loaded TOW. No one seems to know where they are coming from, but they seem to be attracted to high fluctuations in gravity, such as jumpgates and the Pulsar sector. TRI currently rewards any pilot who can clear the shipping lanes of them.
All relevant game news and statistics, including squad stats, are updated in near-real-time on JOSSH (JumpgateTM Operating System SHell), available for the world to see at http://www.jossh.com.