History
''SubSpace'' evolved from a game originally called ''Sniper'' (1995), a project to test the effects and severity of lag in a massively multiplayer environment over dialup connections. After its creators realized its viability as an actual game, publicGameplay
''SubSpace'' players control one of eight ships which are equipped with weapons and a variety of special abilities. Players interact with each other in zones, which are typically split into multiple arenas. Players in each arena are then divided into teams; friendly ships appear as yellow, while enemy ships appear blue. The keyboard is used exclusively for control of the ship and use of in-game chat functions. Although each zone can have its own unique style of gameplay, certain basic gameplay mechanics are ubiquitous throughout all zones.Map elements
Each arena uses a 1024x1024 map as the field of play. Some arenas may use the entire size of the map, while others may enclose the players in a smaller space. A coordinate system (A-T horizontal, 1–20 vertical) allows players to easily identify and communicate where they are on the map. Maps may contain obstacles such as walls or asteroids which cannot be moved or destroyed. Maps often use gates, which open and close at random or regular intervals. If a player's ship gets caught in a gate when it closes, the ship is relocated ("warped") to a random location on the map. Safe zones allow a players to evade enemies or simply take a break from the game. While in a safe zone, a ship cannot take damage but also cannot fire. Most safe zones have a time limit; players who stay in a safe zone too long are kicked from the game and must rejoin the zone. This prevents players from camping out in a safe zone and leaving their computer idle for an extended period of time in order to maintain their state in the game. A flag or ball may be present as well. Their importance and role in the game depend on the zone. The most common map elements in ''SubSpace'' areEnergy
Rather than dealing with ammunition counts and hit points separately, ''SubSpace'' combines both of these elements into a single unit of measure: energy. Each ship is equipped with a certain amount of energy, from which it must draw its health as well as its weapons power. When a ship's energy is reduced from its capacity (whether from firing weapons or enduring enemy fire), the ship will automatically recharge back to its maximum capacity over a period of time; however, sustained weapons fire or enemy fire will inevitably cause the energy to drop lower. Once the ship's energy drops below zero, the ship is destroyed and the player is respawned elsewhere in the area. Any upgrades, weapons, or special abilities are lost. The energy mechanic forces players to be cautious of their energy usage, as reckless weapons fire could result in a quick death. It is usually not possible for players to commit suicide; if a player's own weapon causes more damage than that player has energy, the player's energy will simply be reduced to one and begin recharging. However, suicide was possible in early beta versions of the game and the offline practice mode included with the original ''SubSpace'' client.Ship Control
Thrust (Up for forward, Down for reverse) and rotation (Left for counter-clockwise, Right for clockwise) make up the basic movement of the ship. Ships maintain inertia once they are set in motion and cannot be brought to a complete stop except when in a safe zone. In addition, ships experienceScoring
Players primarily increase their score by killing other players. Each ship has a bounty, which is increased by collecting prizes, killing enemies, or other in-game mechanics. When a ship is killed, its bounty is added to the killer's score. Each zone implements its own scoring system and may award bonuses for certain achievements.Competitive Play
Many ''SubSpace'' players are organized into squads. These squadrons serve the same purpose as clans or teams do in other online games and allow players to cooperate and improve their skills, as well as to become more familiar with fellow players. In addition, many squads compete in competitive leagues hosted by various zones. Dueling is another favorite pastime and many zones have separate arenas for this purpose alone.Ships
Within any given zone, a player can choose between up to eight different ships: Warbird, Javelin, Spider, Leviathan, Terrier, Weasel, Lancaster, and Shark.Standard VIE Settings
''Standard VIE Settings'', SVS for short, (also referred to as Standard SubSpace Settings) is a server configuration conforming to the physics and rules used in non-special game types hosted byZones
Gameplay can vary depending on the zone. Some zones are just free-for-all style gameplay, while others are capture the flag, or even powerball style. Zones typically have multiple public arenas, whose settings and maps are the same, which players are automatically distributed to upon joining the server. This serves to reduce crowding in highly populated arenas. There are also numerous sub-arenas in ''SubSpace'', and these sub-arenas can at times have greater populations than the "main/public" arenas. They differ from the main public arenas, in the sense that they may have their own settings, map, graphics, and bots (if required – or modules in ASSS zones).Flag Games
*War – Standard flag game whose name is derived from its original zone (War Zone). The objective is to claim all flags for one's own team. Flags can be picked up by opponents only. Flags that are picked up are dropped after a set time. Flagging games usually involve bases to store flags and are heavily team-oriented. *Bounty Rabbit – One player is the rabbit, and has the 'flag'. The rabbit's kills are worth 101 points while a regular players' kills are only worth 1 point. Kill the current rabbit to become the new rabbit. The player with the most points at the end of the game wins. This game is usually run by bots in a main arena or sub-arenas. *Turf – Territorial flag game in which flags are located at specific locations around the map. Ownership is claimed by simply passing over the flag by any player. Turf games can either be won or involve periodic point rewards. *Basing – Similar to Turf, except there is a base with one flag. The team that controls that flag controls the base, and thus the base is often completely populated by the controlling team. Trench Wars is an example of a popular basing game. *Running – Flags in running zones do not have drop timers, and may only be claimed by killing an opponent carrying flags or picking up neutral flags. Variants include Rabbit Chase.Kill Games
"Kill" games have no 'rounds' or 'games'; the objective is simply to kill as many opponents as possible while keeping one's own deaths to a minimum. The original Alpha and Chaos zones followed this basic premise. However, some zones offer their own variants of this style of gameplay: *King of the Hill – Each player starts off with a crown, which may be lost if the set amount of time runs out. A player's timer, which is displayed at the top right of the screen, is reset every time they kill another player. However, if a player has already lost their crown, they may only regain it by either killing a flagger with a crown (sometimes marked by a red dot on the radar), or by destroying any two players. Generally though, flaggers with low bounty do not give others their crown. The game is then won when there is only one crowned player left standing. *Speed – Each round of a Speed game has a time limit. The winner of a round is the player with the most kills for the round. In Speed Zone, ships began with a higher "bounty" (and more weapons and other power ups) than in other zones. Speed Zone proved to be less popular than the Jackpot/Running, Chaos, or "flag" zone games and support was discontinued shortly after ''SubSpace'' went to retail.Ball Games
Ball games involve taking control of a ball and scoring it in the opposing team's goal. Players cannot fire weapons or warp while carrying the ball, and can only carry the ball for a few seconds. Before the ball timer runs out, they must pass the ball to a teammate (using Ins, Tab, or Ctrl keys), or the ball will shoot out from their ship in a random direction. If a player dies while carrying the ball, the ball is dropped immediately and may be picked up by anyone. A team wins a game when they achieve a certain number of goals, or the game may be timed, with the highest-scoring team winning when time expires. *Hockey simulates futuristic ice hockey in a space setting. the "ball" is the equivalent of the hockey puck. Each ship's settings have been modified to fit that ship into a unique role on the team; for instance, Lancasters and Sharks are "goalie" ships. the Warbird, Javelin and Weasel are Forwards, Spiders and Terriers make up the midfield, and the Levithan is a defensive beast. The rules of the game are based on real hockey rules with some variations due to the 2d nature of the game. *Powerball ( Soccer) – is similar to hockey, in that it also features two teams (Warbirds and Javelins) and goals at opposite ends of a symmetrical map. Powerball primarily uses SVS settings, except that the Warbird and Javelin have identical ship settings, creating two evenly matched teams. Each ship starts with 100 bounty and comes "greened" with a number of basic upgrades and randomly selected special abilities (e.g. burst, repel, etc.). It is not possible to choose any other type of ship. Although scoring goals is the primary objective of Powerball, shooting and killing other players is very much an important part of the game.Customization
A zone is a server to which players can connect using a client. Perhaps the most attractive feature of ''SubSpace'' is the extremely high degree of customization that zone sysops can implement. Almost every element of the game can be replaced, from the ship graphics to colors and sounds. Apart from a few basic settings, many game settings, such as ship speeds, energy levels, and such, can be changed. This allows a vast variety of zones to exist.Game software
''SubSpace'' utilizes a client–server architecture. Initially, both the client and server were provided by VIE. The client executable was titled SubSpace while the server was called SubGame. A new client, titled Continuum, was created byContinuum client
Continuum, first released in 2001, was developed as a clone of the SubSpace client, but now contains new original features exclusive to the client over the original. Continuum is the official client of the ''SubSpace'' Central Billing Server. It was developed primarily because of the original SubSpace client's failure to prevent hacking. As such, it has been adopted by several zones as a requirement in order to play.A Small SubSpace Server
ASSS (A Small SubSpace Server) is anRe-release
Continuum was released in the fan-reconstructed variant inReception
In 1997 '' Next Generation'' named ''SubSpace'' as number four on their "Top 10 Online Game Picks", reasoning that "Its minimal bandwidth requirements mean pretty damn good gameplay, and the software pings the various arenas to see where you'll receive the lowest latency. Nicely done: simple, addictive, and really multiplayer."See also
*''References
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