Welcome to Spy clan, We are an EIC clan with a good base, We will help anyone in need for bids, and help in quests, and we do weekly payouts.
All EIC noobs that needs a clan this is the clan for you. Please send an application to Super SPY, with reasoning why you want to join this clan. Any Application with blank info will be rejected, You must include your ship type, and you must mention if your an outlaw or not, and your level.
Thank you, and to all SPY members please enjoy this site and post some comments and news on this blog/website. Happy huntings you all.
BosskillerGTR aka LucadoDixon-----> Below is the info and the system of how this clan works, and below that is the information from darkorbit.Rules for joining this clan
1. Do not shoot EIC
2. Do not Steal Cargo
3. Do not steal NPCs unless someone has really left them. (If the person shooting it dies*)4. Do not cause any problems with any other clans, Inform me lucadodixon or more importantly President Superspy.
5. Do not clan jump, if you leave the clan twice you will not be allowed to re-enter this clan.( 5)Do not leave the clan without notice.(If you wantto leave this clan you must provide a 24 hour notice in order to leave on good terms.) (Without a notice the next time we see you we will shoot you down. Each clan jumper will be shot down at least once and will no longer be helped by the clan .)(Each new clan member must stay with the clan for at least five (5) days.)(If you decide to leave the clan you will submit a "Notice of Departure" and be (released!) from the clan. (If notice is given then you can leave in peace.)(If you leave without notice and start another clan it will be considered an act of war.)
6. Do help other members if you can, Then you can have a chance to be member of the month.
7. Stay loyal to the clan.
8. No whinning for any absolute reason
9. This is not a clan where we just throw money at ya for no reason to bid on something, this is a clan where your gonna have to work hard so we can see that you work hard enough to deserve it, which is why we have established the FE program
10. Listen to direction/plan (Do not wonder off to another part of the map if we are planning out attacks.)
11. Be online..(You must be an active player Inactive players will be kicked out.)
12. Our clan comes first (You cannot have another clan's name or tag in your name.)
13. No shooting other members of the clan.
14. Have fun
Ps. We do not allowe Hackers and Scammers!! If you agree with the rules please proceed reading the FE program we offer.
FE program,All Newbie members must stay in the clan one week without getting paid (except for a bonus), having bids, to prove their loyalty, Second any members that leave this clan twice will not be allow to rejoin, for that is clan jumping.
After the newbie has stayed in the clan for more than 1 week, if the member wants to bid on an item suppose an Lf3, the usual bid would be 16 million credits, so if the member wants to bid on that he/she needs to make 50% of the bid.Then the clan is gonna give him/her the other 50% on the item so they can bid and most likely win the bid on the item.
Heres the basic list of the items members usually bid on.
Bo2 shields (10k)---> 15,000,000 credits, FE program help, Member needs to make only 7,500,000 credits.
Lf3- -->16,000,000 credits, FE program help, Member needs to make only 8,000,000 credits.
Vengenance----> 15,000,000 credits, FE program help, Member needs to make only 7,500,000 credits.
Goliath----> 35,000,000 credits, FE program help, Member needs to make only 17,500,000 credits.
Iris---> 60,000,000 credits, FE program help, Member needs to make only 30,000,000 credits.
Item BidsAll bids shown here are 100% when bidding, Please after you read this divide the amount by 50% If your gonna follow the FE program.
Please take note that we don't provide money for Non-Elite Materials. Only for the best.
Drone(Iris)-60,000,000
Goli- 35,000,000 credits
Enforcer Design-->75-200 mill+(not Recommended)
Crimson Design---> 12 mill( Just a design, no bonus added)
Vengi-15,000,000 credits
Leonov- 6,000,000 credits(recommended)
Xeonite- 400,000 credits
Mines- 3,500,000 credits
4k dmg rockets- 1,200,000 credits
LF#3*- 16,000,000 credits
LF#2*- 3,500,000 credits
Aimo2- 2,500,000 credits(Not recommended)
Engine Boost- 800,000 credits
Insta-Shield*-3,000,000 credits
Smart-Bomb*- 3,000,000 credits
6 Slot CPU extra*- Mysterious...750,000 to 6,500,000 credits.
Cloak4- 2,500,000 credits (Not Recommended)
Rocket Shooter automatic*- 3,000,000 credits
Mine Cooler- 3,000,000 Credits
Jumping CPU(20 jumps)* 1,500,000 credits
Diplomacy cpu*- 800,000 credits
Repair drone CPU( not needed)- 1,500,000 credits.
4 Slot CPU* Mysterious*- 450,000 to 3,500,000 credits.
6 Slot CPU* Mysterious- 550,000 to 7,500,000 credits.CPU
ammo buyer- ( Not recommended)- 4,500,000 credits.
Laser Booster- 3,500,000 credits.
Amor Capacity100% (Not needed)- 1,500,000 credits.
Amor Capacity 50%( Not recommended)- 750,000 credits.
Repairbot CPU*- 850,000 credits.
Cloak* (500 uridum one)- 500,000 credits.
Rocket Launcher* (doubles speed)- 2,500,000 credits.
Rep Bot #3* - 1,500,000 credits.
Rep Bot#2( NOT RECOMMENDED) 750,000 credits.
10k Shields*- 15,000,000 credits.
4k shields- 5,000,000 credits.
10+ engine- 3,000,000 credits.
7+ engine ( Not recommended) 1,000,000 credits.
SAB lasers- 4,500,000 credits.
X3s- 3,500,000 credits.
X2s-2,500,000 credits
Disk Log* (3) 2,500,000-10,000,000
Key, *=MUST HAVE
This is all the information from the Board Leaders of Super SPY(PresidentSuperspy)
MEMBER OF THE MONTH
The prize for member of the month is 10 million credits
1. If the person becomes member of the month again the Reward will double
2. Whoever becomes member of the month twice in a roll will have to take a month's break off to give other's chance of winning the Member of the month, Please read more of the rules at the bottom. At section Levels and MAP access and MEMBER OF THE MONTH RULES.
Member of the Month is: (Not decided)
Only Leader atm is PresidentSuperSpy
MEMBER OF THE MONTHS NOMINEE!!
3 People
Each will Hand a Message thru out the clan a message why they should be mems of the month
It'll be , , here are their pics. =)
Well there ya go! =)
Entrees with stories from the 3 Nominees...
Well there ya go, people vote starts now until next week which is the dead line.
Enjoy this helpful information at the bottom of this post =)
Friday, June 11, 2010
Levels and Map Acess and MEMBER OF THE MONTH RULES
LVL 1 -
0 EP
LVL 2 -10.000 EP Access to 2-2
LVL 3 -20.000 EP Access to 2-3 and 2-4
LVL 4 -40.000 EP
LVL 5 -80.000 EP
LVL 6 -160.000 EP Access to x-3, x-4 of enemy maps
LVL 7 -320.000 EP
LVL 8 -640.000 EP Access to plaver vs. player maps 4-1, 4-2, 4-3
LVL 9 -1.280.000 EP Access to player vs. player map 4-4
LVL 10 -2.560.000 EP Access to 2-5
LVL 11 -5.120.000 EP Access to 2-6, 2-7 in 2-7 the big flakes give 400K cred and 128 uri each!!!LVL 12 -10.240.000 EP Access to 2-8 EIC's other space station
LVL 13 -20.480.000 EP Access to x-2 of enemy maps
LVL 14 -40.960.000 EP Access to x-5 of enemy maps
LVL 15 -81.920.000 EP Access to x-6 and x-7 enemy maps
LVL 16 -163.840.000 EP Access to x-1 of enemy maps
LVL 17 -327.680.000 EP Access to x-8 enemy maps
LEVEL 18*, Screw that to much lol but here it is
655,360,000 EP, Access No where else.
Reason why it exists, for people to be show offs :P
Now since we have covered the map access, bla bla bla..
Members of the month rules are.
1.People who are nominated doesn't mean they are gonna relax, they still have to work hard as they did before and keep up to wat they did before that was outstanding to the people which was the reason why the NOMINATED THEM, If theres witness that the nominee has been doing nothing or just doesnt want to help or cooperate he/she will be Disqualified.
2. Every month people who are elected as Nominees will have to write something thats interesting in a topic. For example a topic like this, What was your life before in darkorbit before you entered the clan Super SPY, the Nominees will have a chance to write about it 1-3 paragraphs about that specific topic, if the Nominee does not do this he/she will be Disqualified.
AND the Nominee HAS TO TALK ABOUT THAT SPECIFIC topic.
3.If a Nominee starts a problem with another clan and proofs that it was the nominee starting the trouble, or breaks an important rule, he/she will be Disqualifed.
4. Once the Nominees has sent their response to that specific topic, it will be reviewed, sent to this blog, people will review it and then Vote by using the Clan Messages to LucadoDixon.
5. For those that refuse to vote will not have a chance to be Member of the month EVEN if they did something spectacular.
6. For the Nominees that read this please message to LucadoDixon saying I agree to officially be running for member of the month.
7. Most important, have fun. =)
Q/A.
What are the rewards for Member of the Month?
10 mill if you win first time, the max amount of time you can win as Member of the month is twice. You'll have to wait the following Month to run again as Member of the Month.
AND if you do win again, your rewards will double, 20 mill credits. ^.^
Can you share your prize among your friends in clan?
Yes you can, before we send you the money message us, You can only give away 50% of the cash loot max. However no bribing is allowed, The winner can only share his rewards with 1 person.
0 EP
LVL 2 -10.000 EP Access to 2-2
LVL 3 -20.000 EP Access to 2-3 and 2-4
LVL 4 -40.000 EP
LVL 5 -80.000 EP
LVL 6 -160.000 EP Access to x-3, x-4 of enemy maps
LVL 7 -320.000 EP
LVL 8 -640.000 EP Access to plaver vs. player maps 4-1, 4-2, 4-3
LVL 9 -1.280.000 EP Access to player vs. player map 4-4
LVL 10 -2.560.000 EP Access to 2-5
LVL 11 -5.120.000 EP Access to 2-6, 2-7 in 2-7 the big flakes give 400K cred and 128 uri each!!!LVL 12 -10.240.000 EP Access to 2-8 EIC's other space station
LVL 13 -20.480.000 EP Access to x-2 of enemy maps
LVL 14 -40.960.000 EP Access to x-5 of enemy maps
LVL 15 -81.920.000 EP Access to x-6 and x-7 enemy maps
LVL 16 -163.840.000 EP Access to x-1 of enemy maps
LVL 17 -327.680.000 EP Access to x-8 enemy maps
LEVEL 18*, Screw that to much lol but here it is
655,360,000 EP, Access No where else.
Reason why it exists, for people to be show offs :P
Now since we have covered the map access, bla bla bla..
Members of the month rules are.
1.People who are nominated doesn't mean they are gonna relax, they still have to work hard as they did before and keep up to wat they did before that was outstanding to the people which was the reason why the NOMINATED THEM, If theres witness that the nominee has been doing nothing or just doesnt want to help or cooperate he/she will be Disqualified.
2. Every month people who are elected as Nominees will have to write something thats interesting in a topic. For example a topic like this, What was your life before in darkorbit before you entered the clan Super SPY, the Nominees will have a chance to write about it 1-3 paragraphs about that specific topic, if the Nominee does not do this he/she will be Disqualified.
AND the Nominee HAS TO TALK ABOUT THAT SPECIFIC topic.
3.If a Nominee starts a problem with another clan and proofs that it was the nominee starting the trouble, or breaks an important rule, he/she will be Disqualifed.
4. Once the Nominees has sent their response to that specific topic, it will be reviewed, sent to this blog, people will review it and then Vote by using the Clan Messages to LucadoDixon.
5. For those that refuse to vote will not have a chance to be Member of the month EVEN if they did something spectacular.
6. For the Nominees that read this please message to LucadoDixon saying I agree to officially be running for member of the month.
7. Most important, have fun. =)
Q/A.
What are the rewards for Member of the Month?
10 mill if you win first time, the max amount of time you can win as Member of the month is twice. You'll have to wait the following Month to run again as Member of the Month.
AND if you do win again, your rewards will double, 20 mill credits. ^.^
Can you share your prize among your friends in clan?
Yes you can, before we send you the money message us, You can only give away 50% of the cash loot max. However no bribing is allowed, The winner can only share his rewards with 1 person.
Galaxy Gate Guide
Here are some tricks I learned to complete your galaxy gates.
1.SHIP:You will need a Vengeance or Goliath with all FE equipment on your ship you will also be much better off if you have the auto buy ammo CPU and all drones either Iris or Flax for A gate and all Iris for B and Y2.
AMMO:Lots of it! I used X1 for all NPCs in A gate. If you lack firepower, under 4000k damage per-hit, you will need some x2 at certain points.3.
TIME:It will take you no time to do the first few waves in A gate but count on spending atleast a average of 1 hours per gate wave after devs.4.
CONFIGURATIONS:Configs 1 BATTLE: All LF3's and all 10k shields on your ship with all LF3's on your drones (for A gate any laser on your drones will do, you just better know how to circle.)Config 2 SPEED: you NEED full speed in all of the gates to be able to run and repair... All LF3's on ship and all 10spd engines on ship, You need a minimum of 120k shields on your speed Config.4.c.:extras: Repair bot 3, Auto rep CPU, Auto ammo buy CPU These are the basic ones absolutely needed. Add anything else you think you will need.4.d.:ore boosts: I use boosted rockets with promi.
TACTICs:Here is the fun part.For Streuners, Lordakias and Mordons:Just select config 2 (attack) and shoot and collect cargo and shoot and collect cargo. If u need to repair, select config 1(run) and head for a corner, you will have plenty of time to repair before the pack reaches you.
For big npcs, Devos, Sibelons, Big Kriss:-Select config 1(run) and go from corner to corner of the map to herd all npcs into one big pile.-Stay with config1(run) and fly over the pack, selecting a npc as you fly through.
DO NOT STOP TO LOCK TARGET, choose fly path that will take you directly over pack and let you fly far enough away to no get hit by alien lasers.
Select config 2(attack) and approach the pack while flying sideways to maintain a CIRCLE flypath around pack. You should not see your target on screen but you will be far enough to hit the selected target and not get hit by alien lasers. When using both lasers and rockets, your lasers will disappear from your screen, creating a problem to maintain the proper distance. I use rockets to finish of targets.
**THE PERFECT CIRCLE WILL HAVE YOUR MOUSE POINTER AT YOUR 3 OR 6 OCLOCK POSITION.**The targeted npc will run to a far corner when it is low on hit points. Let it run and target another npc in the pack using the run-lock-shoot method. Do not let to many NPC's run to the corners after A gate, After A gate you will have to switch to your speed config and kill them on the run otherwise you will get toasted in the corners after all that hard work getting them there.-Distance yourself from the pack using config1(run) and go finnish off the low hitpoint npcs you sent to the corners.-To repair your ship, select config 1(run) and go from corner to corner to regain hitpoints as you avoid being shot by the pack.
KEEP AT LEAST 75% OF YOUR HIT POINTS AT ALL TIMES, so you don't die if u make a mistake and you do not spend too much time running from corner to corner to regain hit points.
RECAP:1- config1(run), herd npcs to a pack2-config1(run) fly over and select target3-config2(attack) kill alien using CIRCLE METHOD4-config1(run)let alien go to corner and either repair or continue fighting using CIRCLE METHOD.(run-lock-shoot-run)
1.SHIP:You will need a Vengeance or Goliath with all FE equipment on your ship you will also be much better off if you have the auto buy ammo CPU and all drones either Iris or Flax for A gate and all Iris for B and Y2.
AMMO:Lots of it! I used X1 for all NPCs in A gate. If you lack firepower, under 4000k damage per-hit, you will need some x2 at certain points.3.
TIME:It will take you no time to do the first few waves in A gate but count on spending atleast a average of 1 hours per gate wave after devs.4.
CONFIGURATIONS:Configs 1 BATTLE: All LF3's and all 10k shields on your ship with all LF3's on your drones (for A gate any laser on your drones will do, you just better know how to circle.)Config 2 SPEED: you NEED full speed in all of the gates to be able to run and repair... All LF3's on ship and all 10spd engines on ship, You need a minimum of 120k shields on your speed Config.4.c.:extras: Repair bot 3, Auto rep CPU, Auto ammo buy CPU These are the basic ones absolutely needed. Add anything else you think you will need.4.d.:ore boosts: I use boosted rockets with promi.
TACTICs:Here is the fun part.For Streuners, Lordakias and Mordons:Just select config 2 (attack) and shoot and collect cargo and shoot and collect cargo. If u need to repair, select config 1(run) and head for a corner, you will have plenty of time to repair before the pack reaches you.
For big npcs, Devos, Sibelons, Big Kriss:-Select config 1(run) and go from corner to corner of the map to herd all npcs into one big pile.-Stay with config1(run) and fly over the pack, selecting a npc as you fly through.
DO NOT STOP TO LOCK TARGET, choose fly path that will take you directly over pack and let you fly far enough away to no get hit by alien lasers.
Select config 2(attack) and approach the pack while flying sideways to maintain a CIRCLE flypath around pack. You should not see your target on screen but you will be far enough to hit the selected target and not get hit by alien lasers. When using both lasers and rockets, your lasers will disappear from your screen, creating a problem to maintain the proper distance. I use rockets to finish of targets.
**THE PERFECT CIRCLE WILL HAVE YOUR MOUSE POINTER AT YOUR 3 OR 6 OCLOCK POSITION.**The targeted npc will run to a far corner when it is low on hit points. Let it run and target another npc in the pack using the run-lock-shoot method. Do not let to many NPC's run to the corners after A gate, After A gate you will have to switch to your speed config and kill them on the run otherwise you will get toasted in the corners after all that hard work getting them there.-Distance yourself from the pack using config1(run) and go finnish off the low hitpoint npcs you sent to the corners.-To repair your ship, select config 1(run) and go from corner to corner to regain hitpoints as you avoid being shot by the pack.
KEEP AT LEAST 75% OF YOUR HIT POINTS AT ALL TIMES, so you don't die if u make a mistake and you do not spend too much time running from corner to corner to regain hit points.
RECAP:1- config1(run), herd npcs to a pack2-config1(run) fly over and select target3-config2(attack) kill alien using CIRCLE METHOD4-config1(run)let alien go to corner and either repair or continue fighting using CIRCLE METHOD.(run-lock-shoot-run)
Bidding Tips AND SKYLAB Guide.
I have personally lost a 7mil bid for a 10k shield and a 25mil bid for a iris so unless you are just bidding 100k or something because not many people are on or something like that you need to follow these guidelines to increase the chance of you winning.
1.) dont bid on more than one thing per hour. people recoginize when you bid on more than one thing you cant have as much money on all of them.
2.) bid during the last 2 minutes. this will lower your chances of being outbid by someone you just outbid.3.) bid the money we give you, we give you that much for a reason and you should use it all on the bid.
4.) Check to see how many people are on the server before you bid. You can see how many users are online at the top right of the mainpage after you sign in. If there is less then 900 its usually a good sign.
vSkylab
From the Skylab, you can control and administer all installations and modules.
These include:
Building and upgrading modules/installations
When you enter the Skylab for the first time, you'll find four modules that you can use right away: the storage module, transport module, basic module and solar module.
These will all start off at level 1, but they can be upgraded to level 20. The higher their level, the more they will produce, but the price of each upgrade in credits or Uridium will increase as the level does, as will their consumption of Prometium, Endurium, Terbium.
The modules
The original modules (basic module, solar module, transport module and storage module) are your Skylab's foundation - you won't get far without them. Make sure to keep them well supplied and in good repair.
The foundation can only get you so far: To really put the Skylab's possibilities to use, you'll need to build the facilities described below. But first, the info on the original modules:
Basic module
Your entire Skylab depends on the basic module. It is only possible to upgrade the other modules once the basic module has been upgraded - your basic module's level is the maximum level of all other installations.
That means, for example, that you can't upgrade your solar module to level 13 when you have a level 12 basic module.
Solar module
The solar module supplies all other installations with the electricity they need to function. The higher your solar module's level is, the more electricity it will produce.
If you build a new installation/module and you aren't producing enough electricity to supply it, this structure will not become functional until your solar module has been upgraded and is producing enough electricity to meet the new demand.
Of course, you can deactivate an installation, and then the energy which was previously being used by the deactivated installation can be used to supply the new one. But you should avoid doing this whenever possible.
Transport module
From the transport module, you can send the transporter to ferry raw materials/resources between your ship and storage module. This is explained in greater detail below.
Storage module
Your storage module stores every resource you produce in a separate area. They can then be used for further upgrades or transformed into other valuable resources.
Upgrading your storage module increases your total storage capacity, allowing you to store more resources. The storage module has separate storage space for every ore, and can be accessed from afar thanks to the transporter. (For more information on the transporter function, please keep reading.)
Production
Collectors
Once you've built collectors, they'll provide you with raw materials. Their production will increase with every upgrade.
But remember: The deeper the collectors bore, the more electricity they will need to function. Be sure to check your electricity production (see solar module) before deciding to upgrade your collectors.
While they are being built/upgrading, your collectors won't produce any resources. You can upgrade your collectors up to level 20.
Tip: If you're in a hurry, you can call in some interstellar specialists who will finish your upgrades immediately. Instant upgrades cost Uridium; the exact price increases depending on how much progress has already been made.
For example, if the acceleration costs 100 Uridium at the beginning of the upgrade, it will only cost 50 Uridium once the upgrade is half-completed. You can save Uridium by starting the upgrade yourself and calling in the specialists once part of the work has already been completed.
As stated in a previous paragraph, your collectors consume energy. They need electricity ALL the time, whether they are producing resources or being upgraded. The only way to stop their energy consumption is to deactivate them. Of course, once you've deactivated a collector, its resource production grinds to a halt. That's why you should always make sure you are producing sufficient electricity before you upgrade your collectors.
Refineries
Class 1 refineries are installations in which you can turn Prometium, Endurium and Terbium into Duranium and Prometid.
Once you've upgraded all your collectors to level 20, you can exchange raw materials and credits or Uridium to build level 1 refineries. It's possible for you to build class 1 refineries sooner, but it's not a good idea: A collector can provide you with raw materials without a refinery, but a refinery without raw materials is absolutely useless.
To produce 1 unit of Prometid, you need 20 units of Prometium and 10 units of Endurium. For 1 unit of Duranium, you need 10 units of Endurium and 20 of Terbium. Remember that Prometid and Duranium will only be produced if:
Once you've built your class 1 refineries, you can build a class 2 refinery, where Prometid and Duranium are combined with rare Xenomit to create valuable Promerium.
To create 1 unit of Promerium, you need:
The Xeno module is automatically available in the Skylab, and can be upgraded to level 20 like all Skylab installations.
The level of the Promerium refinery is defined by the Xeno module's maximum level. Once you've reached this limit, you'll need real Xenomit to continue upgrading. Be sure to upgrade your Xeno module and you'll spare yourself the need for real Xenomit.
Promerium can be processed to extract an even more valuable resource: Seprom
Seprom
This newly discovered resource is the most valuable to date! Seprom is a mineral that can be found in Promerium. Once extracted, it's molecular structure changes, and it becomes much more powerful.
It takes 10 units of Promerium to extract 1 unit of Seprom.
Transport module
From the transport module, you can send the transporter to ferry raw materials/resources between your ship and storage module.
You can deliver raw materials to the Skylab or deliver raw materials/resources to your ship. Deliveries take time to reach their destination, but Premium users get deliveries 50% faster, and you can always use Uridium to speed things up.
Please note: Only one transport can be underway at any one time.
The number of raw materials/resources you can transport to your ship depends on the space you have available in your cargo bay. Delivered resources/raw materials are automatically added to your cargo bay, which can sometimes lead to a temporarily greater cargo capacity.
For example, if your cargo bay is empty when you order a delivery, but is full when the transporter arrives, the delivered goods will be transferred to your ship regardless. You won't be able to collect any further raw materials until you have created space in your cargo bay.
When raw materials are transported to the Skylab, however, the storage capacity must be respected. If the new raw materials arrive and there is no room in the storage module, existing resources/raw materials will be removed to make place for the new ones. Raw materials in the storage module are automatically added to the appropriate storage area, where they are refined into valuable alloys.
Weapon upgrades
You can now upgrade your weapons directly on the client, without having to detour back to the hangar. A button in the client allows you to upgrade your weapon with the upgrade resource of your choice.

1.) dont bid on more than one thing per hour. people recoginize when you bid on more than one thing you cant have as much money on all of them.
2.) bid during the last 2 minutes. this will lower your chances of being outbid by someone you just outbid.3.) bid the money we give you, we give you that much for a reason and you should use it all on the bid.
4.) Check to see how many people are on the server before you bid. You can see how many users are online at the top right of the mainpage after you sign in. If there is less then 900 its usually a good sign.
vSkylab
From the Skylab, you can control and administer all installations and modules.
These include:
- Basic module
- Solar module
- Storage module
- Three ore collectors for Prometium, Endurium and Terbium
- Two class 1 refineries for the creation of Prometid and Duranium
- One class 2 refinery for the creation of Promerium
- One class 3 refinery for the extraction of Seprom
- Xeno module
- Transport module
Building and upgrading modules/installations
When you enter the Skylab for the first time, you'll find four modules that you can use right away: the storage module, transport module, basic module and solar module.
These will all start off at level 1, but they can be upgraded to level 20. The higher their level, the more they will produce, but the price of each upgrade in credits or Uridium will increase as the level does, as will their consumption of Prometium, Endurium, Terbium.
The modules
The original modules (basic module, solar module, transport module and storage module) are your Skylab's foundation - you won't get far without them. Make sure to keep them well supplied and in good repair.
The foundation can only get you so far: To really put the Skylab's possibilities to use, you'll need to build the facilities described below. But first, the info on the original modules:
Basic module
Your entire Skylab depends on the basic module. It is only possible to upgrade the other modules once the basic module has been upgraded - your basic module's level is the maximum level of all other installations.
That means, for example, that you can't upgrade your solar module to level 13 when you have a level 12 basic module.
Solar module
The solar module supplies all other installations with the electricity they need to function. The higher your solar module's level is, the more electricity it will produce.
If you build a new installation/module and you aren't producing enough electricity to supply it, this structure will not become functional until your solar module has been upgraded and is producing enough electricity to meet the new demand.
Of course, you can deactivate an installation, and then the energy which was previously being used by the deactivated installation can be used to supply the new one. But you should avoid doing this whenever possible.
Transport module
From the transport module, you can send the transporter to ferry raw materials/resources between your ship and storage module. This is explained in greater detail below.
Storage module
Your storage module stores every resource you produce in a separate area. They can then be used for further upgrades or transformed into other valuable resources.
Upgrading your storage module increases your total storage capacity, allowing you to store more resources. The storage module has separate storage space for every ore, and can be accessed from afar thanks to the transporter. (For more information on the transporter function, please keep reading.)
Production
Collectors
Once you've built collectors, they'll provide you with raw materials. Their production will increase with every upgrade.
But remember: The deeper the collectors bore, the more electricity they will need to function. Be sure to check your electricity production (see solar module) before deciding to upgrade your collectors.
While they are being built/upgrading, your collectors won't produce any resources. You can upgrade your collectors up to level 20.
Tip: If you're in a hurry, you can call in some interstellar specialists who will finish your upgrades immediately. Instant upgrades cost Uridium; the exact price increases depending on how much progress has already been made.
For example, if the acceleration costs 100 Uridium at the beginning of the upgrade, it will only cost 50 Uridium once the upgrade is half-completed. You can save Uridium by starting the upgrade yourself and calling in the specialists once part of the work has already been completed.
As stated in a previous paragraph, your collectors consume energy. They need electricity ALL the time, whether they are producing resources or being upgraded. The only way to stop their energy consumption is to deactivate them. Of course, once you've deactivated a collector, its resource production grinds to a halt. That's why you should always make sure you are producing sufficient electricity before you upgrade your collectors.
Refineries
Class 1 refineries are installations in which you can turn Prometium, Endurium and Terbium into Duranium and Prometid.
Once you've upgraded all your collectors to level 20, you can exchange raw materials and credits or Uridium to build level 1 refineries. It's possible for you to build class 1 refineries sooner, but it's not a good idea: A collector can provide you with raw materials without a refinery, but a refinery without raw materials is absolutely useless.
To produce 1 unit of Prometid, you need 20 units of Prometium and 10 units of Endurium. For 1 unit of Duranium, you need 10 units of Endurium and 20 of Terbium. Remember that Prometid and Duranium will only be produced if:
- the refineries are supplied with enough of the raw materials they require. If you run out of any of the necessary raw materials, your production will stop.
- you are producing enough energy to meet the demands of the refineries. (See "solar module" for more details.)
- you have enough storage capacity.
Once you've built your class 1 refineries, you can build a class 2 refinery, where Prometid and Duranium are combined with rare Xenomit to create valuable Promerium.
To create 1 unit of Promerium, you need:
- 10 units of Duranium
- 10 units of Prometid
- 1 unit of Xenomit
The Xeno module is automatically available in the Skylab, and can be upgraded to level 20 like all Skylab installations.
The level of the Promerium refinery is defined by the Xeno module's maximum level. Once you've reached this limit, you'll need real Xenomit to continue upgrading. Be sure to upgrade your Xeno module and you'll spare yourself the need for real Xenomit.
Promerium can be processed to extract an even more valuable resource: Seprom
Seprom
This newly discovered resource is the most valuable to date! Seprom is a mineral that can be found in Promerium. Once extracted, it's molecular structure changes, and it becomes much more powerful.
It takes 10 units of Promerium to extract 1 unit of Seprom.
- If you update your lasers or rockets with Seprom, ten units will receive a 40% damage bonus. (1 Seprom = 10 rocket/laser rounds + 40% damages)
- If you equip your shield generators with Seprom, their resistance will increase by 60% for ten minutes.
Transport module
From the transport module, you can send the transporter to ferry raw materials/resources between your ship and storage module.
You can deliver raw materials to the Skylab or deliver raw materials/resources to your ship. Deliveries take time to reach their destination, but Premium users get deliveries 50% faster, and you can always use Uridium to speed things up.
Please note: Only one transport can be underway at any one time.
The number of raw materials/resources you can transport to your ship depends on the space you have available in your cargo bay. Delivered resources/raw materials are automatically added to your cargo bay, which can sometimes lead to a temporarily greater cargo capacity.
For example, if your cargo bay is empty when you order a delivery, but is full when the transporter arrives, the delivered goods will be transferred to your ship regardless. You won't be able to collect any further raw materials until you have created space in your cargo bay.
When raw materials are transported to the Skylab, however, the storage capacity must be respected. If the new raw materials arrive and there is no room in the storage module, existing resources/raw materials will be removed to make place for the new ones. Raw materials in the storage module are automatically added to the appropriate storage area, where they are refined into valuable alloys.
Weapon upgrades
You can now upgrade your weapons directly on the client, without having to detour back to the hangar. A button in the client allows you to upgrade your weapon with the upgrade resource of your choice.

Rank Caculation and Bio Pilot guide.
+ Experience points / 100.000+
Honor points / 100
+ Level * 100
+ Days since registration * 6
+ Own ship type (Phoenix=1, ..., Goliath=10) * 1000
( + Alien kills in the old System / 2+ killed enemies in the old System * 3 )
+ New kills of other company members sorted by ship type * 3 (Phoenix=1, Yamato=2, Leonov=4, Defcom=6, Liberator=8, Piranha=10, Nostromo=12, Vengeance=16, Bigboy=14, Goliath=20)+ New alien kills sorted by Alien type / 2 (Bosses count *4, UBER count *8)(Streuner=1, Lordakia=1, Saimon=2, Mordon=2, StreuneR=2, Sibelonit=3, Kristallin=3, Devolarium=4, Sibelon=5, Lordakium=6, Kristallon=8, Cubikon=10)
+ Completed Quests * 100
- own company kills * 100
- killed by other company * 4
-Destruction by radiation zone * 8
- Phoenixes of other companies killed * 2
Every User gets an absolute value and is sorted into a table. This table is then divided up on this pattern:
Rank/Title1
General (max. 1 per company)
2 Basic General (0,01%)
3 Chief Colonel (0,10%)
4 Colonel (0,50 %)
5 Basic Colonel (1,00%)
6 Chief Major (1,50%)
7 Major (2,00%)
8 Basic Major (2,50%)
9 Chief Captain (3,00%)
10 Captain (3,50%)
11 Basic Captain (4,00%)
12 Chief Lieutenant (4,50%)
13 Lieutenant (5,00%)
14 Basic Lieutenant (6,00%)
15 Chief Sergeant (7,00%)
16 Sergeant (8,00%)
17 Basic Sergeant (9,00%)
18 Chief Space Pilot (10,0%)
19 Space Pilot (12,39%)
20 Basic Space Pilot (20,00%)
This table is recalculateted every day.
Bio Pilot
Bio a pilot is a VERY expesnive skill
You need about 10.5 mill uridum to get 50 pilot points.
What I recommend, Upgrade only to the first 20 Bio pilot
Shield generation and shiny lasers should do.
Honor points / 100
+ Level * 100
+ Days since registration * 6
+ Own ship type (Phoenix=1, ..., Goliath=10) * 1000
( + Alien kills in the old System / 2+ killed enemies in the old System * 3 )
+ New kills of other company members sorted by ship type * 3 (Phoenix=1, Yamato=2, Leonov=4, Defcom=6, Liberator=8, Piranha=10, Nostromo=12, Vengeance=16, Bigboy=14, Goliath=20)+ New alien kills sorted by Alien type / 2 (Bosses count *4, UBER count *8)(Streuner=1, Lordakia=1, Saimon=2, Mordon=2, StreuneR=2, Sibelonit=3, Kristallin=3, Devolarium=4, Sibelon=5, Lordakium=6, Kristallon=8, Cubikon=10)
+ Completed Quests * 100
- own company kills * 100
- killed by other company * 4
-Destruction by radiation zone * 8
- Phoenixes of other companies killed * 2
Every User gets an absolute value and is sorted into a table. This table is then divided up on this pattern:
Rank/Title1
General (max. 1 per company)
2 Basic General (0,01%)
3 Chief Colonel (0,10%)
4 Colonel (0,50 %)
5 Basic Colonel (1,00%)
6 Chief Major (1,50%)
7 Major (2,00%)
8 Basic Major (2,50%)
9 Chief Captain (3,00%)
10 Captain (3,50%)
11 Basic Captain (4,00%)
12 Chief Lieutenant (4,50%)
13 Lieutenant (5,00%)
14 Basic Lieutenant (6,00%)
15 Chief Sergeant (7,00%)
16 Sergeant (8,00%)
17 Basic Sergeant (9,00%)
18 Chief Space Pilot (10,0%)
19 Space Pilot (12,39%)
20 Basic Space Pilot (20,00%)
This table is recalculateted every day.
Bio Pilot
Bio a pilot is a VERY expesnive skill
You need about 10.5 mill uridum to get 50 pilot points.
What I recommend, Upgrade only to the first 20 Bio pilot
Shield generation and shiny lasers should do.
Hot Keys
Ctrl Fires lasers, it will also relock on a enemy user ship if you are fighting an enemy and he jumps and you jump after him just press Ctrl and it will relock on him (yes this does work).Ctrl will also rotate to the next alien of the same type you just destroyed which makes it alot easier to lock onto what you want in a crowd (worked but not all the time for some reason)Press Space bar to fire Rockets.Press M to deploy mines.Press J to jump through a portPress C to switch between your ConfigurationsPress 1-5 to switch through AmmoPress W-T to switch through RocketsPress F11 for full screen (dont like it) Press F11 a second time to go back to regular screen but it will have a toolbar so you have to relog to get it back to normal.Press F5 to refresh, It helps alot when Im lagging or chat isnt working. Make sure your in a neutral zone before doing it
BTW enjoy the awesome pics below, and even way below is my past in VRU pics, Hope u enjoy xD
BTW enjoy the awesome pics below, and even way below is my past in VRU pics, Hope u enjoy xD
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