Features For New Pilots

Back in June 2012, some new features were introduced that benefited pilots who had played less than 1,000,000 APs. This was most likely implemented to allow new pilots to gain skills faster – reducing the number that decide to “give up” early in their career (at least this is my take on it).

The Pardus New Features forum thread describes these features:

The first and tenth kills of each NPC are rewarded with a bonus of 1 point in a skill depending on the killed NPC.

Reaching certain milestones (rank and competency advancements, 100/1000/… experience points) have a revitalizing effect – double AP regeneration for 24 hours.

System Messages

When you kill your first NPC of a particular type you will get a System Message similar to this:

Subject: Skill Bonus
Congratulations, you killed your first Space Clam! As a result of this new experience, you have gained one point in your Energy Collecting skill. There might still be more you could learn from fighting these vermin.

When you kill your tenth NPC of a particular type you will get a System Message similar to this:

Subject: Skill Bonus
Congratulations, you killed your tenth X-993 Battlecruiser! As a result of you becoming familiar with them, your Maneuver skill has increased further.

Note that the last System Message doesn’t mention that there might be more you could learn from continuing to fight them. You will not gain a skill bonus if you kill 100 of the same NPC (although you will achieve a ribbon that can show in your profile as a result).

Skill Bonus Gains

The list below shows the kind of skill gained when killing the 1st and 10th of each NPC (while you have less than 1,000,000 APs played):

Asteroid Mining
Locust Hives
Roidworm Hordes
Space Maggots
Space Snails
Space Worm Albinos
Cloaking
Escorted Smugglers
Experienced Pirates
Famous Pirates
Pirate Captain
Inexperienced Pirates
Lone Smugglers
Fuel Collecting
Bio Scavengers
Fuel Tankers
Space Locusts
Energy Collecting
Energy Locusts
Energy Minnows
Space Clams
Young Space Dragons
Gas Collecting
Gorefanglings
Nebula Locusts
Swarm of Gorefanglings
Hacking
Slave Traders
Combat Skills (randomly TA, HA, MA, WE, EN)
Ancient Crystals
Asp Hatchlings
Asp Mothers
Biks
Blood Amoebas
Blue Crystals
Ceylacennias
Cyborg Mantas
Developed Manifestations
Dreadscorps
Droseras
Elder Space Dragons
Energy Sparkers
Eulerians
Euryales
Euryale Swarmlings
Exocrabs
Frost Crystals
Glowprawns
Gorefangs
Ice Beasts
Infected Creatures
Lucidi Squads
Medusa
Medusa Swarmlings
Mutated Medusas
Mutated Space Maggots
Mutated Space Worms
Nebula Moles
Nebula Serpents
Oblivion Vortexs
Preywinders
Ripe Manifestations
Rive Crystal
Sarracenias
Shadows
Space Dragon Queens
Space Worms
Solar Banshee
Space Crystals
Starclaws
Sthenos
Stheno Swarmlings
Swarm of Energy Bees
Verdant Manifestations
Vyrex Assassin
Vyrex Hatcher
Vyrex Larva
Wormhole Monsters
Xhole Monsters
X-993 Battlecruisers
X-993 Motherships
X-993 Squads
Xalgucennias
Z15 Fighters
Z15 Repair Drones
Z15 Scouts
Z16 Fighters
Z16 Repair Drones
Z16 Spacepads

Interestingly, the Hidden Drug Stash does not give any gains at all!

Action Point Regeneration

System Message
The excitement from acquiring 1000 experience points has a revitalizing effect (your Action Points regeneration is doubled for the next 24 hours).

You will be granted double AP regeneration gains (that last for 24 hours – giving you 48 APs every 6 minutes) when you achieve the following milestones (while you have less than 1,000,000 APs):

Experience Points
100 exp
1,000 exp
10,000 exp
100,000 exp
1,000,000 exp
Compentency and Faction Ranks
Every time your competency increases (once per competency)
Every time your faction rank increases (once per rank)

These AP regeneration bonuses are not cumulative – if you increase rank and competency at the same time, you still only end up with double AP regeneration (which will wear off 24 hours after the last bonus you gained)

Is That All?

You may have noticed that the list of NPCs is far from complete at this stage. If you have recently killed your 1st or 10th of any of the NPCs below, please let me know what you gained and I will update this guide to include your discovery.

  • Feral Serpents
  • Lucidi Motherships
  • Lucidi Warships
  • Vyrex Mutant Mauler

Many of the NPCs listed above are likely impossible to kill for inexperienced pilots – do not attempt them unless you have assistance (and loads of luck)!

Pardus Contact Manager ScreenshotThis script works on the contacts page and inserts an icon beside each contacts list group title to allow you to show/hide toggle the contents of a group.

This is only of use to Premium pilots who can create Groups on their contacts page.

Military Outpost Configuration Tool

military_outpost_bigThe Pardus Manual categorises the Military Outpost as a High Level building.

Often referred to as an MO, they are usually found in rows (or columns) with other MOs. These buildings serve one purpose only – to restrict access through them.

The Pardus Manual describes their role rather concisely as:

This extended structure is built to enclose spheres of influences. It it used mainly by alliances to protect sectors from foes or collect tolls from passing ships.

What Do They Produce?

Unlike most other buildings that produce resources as their output, the Military Outpost allows passage restrictions to be applied when it is stocked. As long as the building meets it’s upkeep requirement (5t Hydrogen Fuel and 5t Energy), it will enforce the passage conditions that the owner has set until the next building tick (at which point it must remain “stocked” to ensure it can still function as described).

What Modules Can Be Installed?

As the owner of a Military Outpost, you will likely have to decide what modules to install so as to ensure any pilot attacking your building is sent packing in their Escape Pod as quickly as possible.

MO Configurator Tool ScreenshotTo assist you in determining the resources you will need, and ultimately the total cost of adding module slots and defenses to a new MO, you might find this Military Outpost Configurator tool useful.

This is a self-contained web tool that incorporates all modules you can install on an MO, and calculates the capacity required to build all the module slots (given the space available in your ship).

There are 3 very obvious steps involved:

  • Determine the space available in your ship
  • Choose the modules you want to install in your new MO
  • Identify the price you can source various resources for

The Military Outpost Configurator tool will calculate how much capacity you need to make the MO, itemise the resources you will need to complete the project and provide a total cost (in credits) based on the prices you can source the materials for.

Finally, this summary is presented in a format that you can easily copy and paste into a PM within Pardus – so you can share your project plans with others.

NPC Robot Repair – Userscript

NPC Combat Robot Use

Automatically calculate the number of robots required to repair your ship when in combat with NPCs (if you are carrying robots with you) and use a shortcut key to use the robots.

Once installed, visit the Ship Overview page to capture your current ship armor strength (and re-visit this page when you change your armor to a different strength).

NPC Robots Repair SettingsA settings screen is displayed when in combat with an NPC. This allows confuration of a shortcut key (to use robots) as well as how you want to calculate the amount of armor to repair.

The “Repair to at least” option allows you to set a value of armor you wish to repair to (rather than repairing to the maximum).

Multi Message – Userscript

This script adds the ability to send the same message to multiple recipients in the same universe – directly from the Send Message window.

Multi Message Screenshot With Settings

The standard Send Message window is reflowed from the initial screen to incorporate a larger area for you to type multiple pilot names (these can be comma or semi-colon delimited) as well as a checkbox to control whether or not the recipients can see who else was included in the message (using the familiar BCC description).

Configuration

A link is added to the bottom right of the window that, when clicked, shows a Settings Panel of configuarable options to the right of the main message options. These settings are independent for each universe, allowing you to have different settings between universes.

Multi Message Setting Screenshot

You can choose the default setting for the BCC checkbox when starting a new message. This does not prevent you from changing the BCC checkbox setting on a message by message basis.

You cannot send yourself a message, but if you do include your name in a list of recipients, you can control whether or not to show an alert telling you that you cannot send to yourself. By default no alert will be presented.

You can also create up to two groups of pilots that appear as links and allow you to replace the recipients of a message with a predetermined list using a single click. By default none of these groups are displayed.

This script is closely based on Ivar’s original Multi Message script (sadly no longer available from his website (http://pardus.rukh.de/).

Open Up All Logs – Userscript

Open Up All Logs ScreenshotThis script adds a button at the bottom of the Combat Logs page to open up all logs on the current page – each in a new tab.

This is an ideal companion script for use when you have an automated combat log uploader script that sends the combat log to an Infocenter when it is opened.

This script is closely based on Tsunami’s original script.

Speaker IconSounds an audio alert every 60 seconds when an ACS message is pending. This will continue to sound until the Alliance Command Station log is opened and the icon disappears from the message frame.

Speaker IconPlay a warning sound 1 minute before Lucidi Squad and Z Series NPCs are scheduled to move and then another sound at the actual time they can move.

Warning sounds (per hour): 07 :16 :25 :34 :42 :50 :58
Alarm sounds (per hour): 08 :17 :26 :33 :41 :51 :59

This script uses the time on your computer to determine when each of the sounds play – so be sure your computer time is synchronised to the correct time.

Once installed, refresh the screen to start the timer running.

Pardus Navigation Resizer ScreenshotWhile you have the option to display the individual tiles in the navigation display at several sizes (64px, 96px and 128px depending on the image pack you use), there may be times where you want to use a different size.

The image shown here is a full 9×9 navigation display with the tile size set to 24px. It has been reproduced here without having been resized with an image editor.

Maybe you are using a small screen that prevents you from seeing all the entire navigation screen without scrolling.

This script changes the width and height of the tiles to allow for finer adjustment of the tile size. By default it will resize the navigation tiles to 48px by 48px.

If you wish to edit the userscript to show a different tile size, use a text editor and follow the simple instructions contained in the userscript itself.

Note – this script will work with partial refresh enabled or disabled.

Stop Attacking BuildingsIf you are a trader, the last thing you will want to do is attack or raid one of the buildings in the economy you are working in. With the placement of the Raid and Damage buttons, this can happen from time to time.

This script disables these buttons – so even if you do click them by accident, they will have no effect.

Because there is no mechanism to disable this script for a single universe, if you are attacking buildings elsewhere you will need to disable it until you are finished being destructive.