SUBSPACE - SSCE HOCKEY ZONE Written by: Scott Ramage (Antsy) (lticms@yahoo.com) *TABLE OF CONTENTS* 1. UPDATES/HISTORY/STATEMENT 2. INTRODUCTION -THE BASICS -SHIP/GAME CONTROLS 3. RULES 4. SHIPS 5. STRATEGIES -OFFENSE -DEFENSE -MIDFIELD 6. ZONE SLANG/ABBREVIATIONS 7. THANKS/DISCLAIMER ******************************* UPDATES/HISTORY/STATEMENT ******************************* 6/20/02 Version 0.2 Updated ship information and added a MIDFIELD section to strategies. Also I added a couple of terms to and reorganized the slang and abbreviation dictionaries. 6/19/02 Version 0.0 Started the FAQ with what I know off the top of my head. STATEMENT - I have written this FAQ as an attempt to help anyone who wants some information about playing in Hockey Zone. If you want to contribute/comment to/on this FAQ e-mail me at lticms@yahoo.com with the name of the message being "HZ-FAQ". Any other mail without this title will be burned somehow. ******************************* INTRODUCTION ******************************* Subspace is an online game with thousands of users worldwide. The player chooses a ship and flies it through the zone in a top-down view. The game itself features numerous zones, which are the places where people play. Each zone also has separate arenas for different kinds of play or private use. This guide will focus strictly on one zone: Hockey Zone. Hockey Zone is just what it sounds like; a zone about hockey. Each frequency, or team, can have up to 6 players on the "ice" at once. The overall object of the game is to score the most goals before time runs out. Now for the controls. Note that these are based around Hockey Zone: *BASIC CONTROLS* ARROW KEYS: Move/turn the ship forward or backward/left or right CTRL KEY: Fire bullets/shoot the ball (when you have it) TAB KEY: Shoot the ball (when you have it) DELETE KEY: Turn on/off multi fire (don't use multi unless you are a defender or goalie) INSERT KEY: Warp your ship back to center ice (don't do this)/shoots the ball (When you have it) SHIFT KEY: Hold down to get a speed boost ALT KEY: Hold to get a view of the map of the arena PAGE DOWN/UP: Look through the list of players in your current arena/move the tick (arrow) to a player's name F1: Scroll through help menus F2: Organize players by name/points/frequencies *ADVANCED/SPECIAL/CHAT CONTROLS* Type any message and hit ENTER to talk publicly to other players Type // or ' before a message and hit ENTER to talk to people on your - frequency only Type / before a message and hit ENTER to talk privately to the person whose name you have ticked END KEY: Activate X-radar (only for spectators and also useless in HZ) SHIFT + END: Activate Antiwarp, which prevents people from warping ESC + Q: Exit from zone and go back to main menu ESC + A: Brings up a list of arenas for that zone that have people in them ESC + 1-8: Changes your ship to the number you typed. These numbers match other ships indicated by the menu brought up by hitting ESC. *The following are commands used by typing them and hitting ENTER:* ?arena: Brings up a list of arenas. Use PAGE UP/DOWN to select an arena and hit ENTER to go there ?find_------: Type ?find, leave a space, then enter a player name (ACCURATELY) to see what zone that player is in ?lag: Use this to check how (un)stable your connection is. A big number for the statistics that pop up is bad. For example a C2S of 4.5% is bad, as is a 700 ping. The lower the numbers, the better. ?chat=----: type ?chat= then a chat name to enter a chat channel. Talk on it by typing ; before a message. To use multiple channels simply type one channel, followed by a , then type the next channel. Type ;1; or ;2; to talk on different channels. To see who is on the channel type ?chat and a list of the people on the channel comes up =__: changes your frequency to the number you typed. You need full energy to do this ******************************* RULES ******************************* The first and foremost rule is to not act like an idiot or talk a lot of trash. That being said let the rules commence: *The following acts are ILLEGAL* SPAWN-KILLING - the act of killing a person repeatedly (more than two times) after their ship respawns. CREASING - The act of shooting the puck and scoring while inside the goalie's crease (red line around the goal). When blatant this can be punished by being forced into spectator mode or banning the offender(s). DEFENSIVE CREASING - A defender enters the crease to stop a shot the goalie may/may not be able to save. When blatant it can be punished. DELAY OF GAME - Applies to league games or scrimmages mainly. This is delaying the game by taking the puck away from the faceoff circle when a faceoff is supposed to occur. What follows is a list of actions. Unless it says so, these rules apply to any game type: The goalie ships are for playing GOALIE! They aren't defenders so don't use them that way! Goalies are not allowed to go past their blue line with the ball. If you do you'll reappear at center ice without the ball and have to go back to your goal. If there is no goalie on a frequency, get one! Other ships are not allowed to enter the crease under any circumstances. If they do, this will be counted as defensive creasing. Cheating of any kind is not tolerated in HZ, so don't do it! In league play, a person cannot be on 2 squads at once (aka double- squadding). Doing this can and most probably will result in a ban. For more rules and regulations with in-depth explanations go to the Hockey Zone website at www.rshl.org ******************************* SHIPS ******************************* Warbird (Ship 1) The warbird is the fastest ship in the zone. As such, it is mostly used for offensive plays. However, this ship also has the least amount of energy and is easy to kill. Its ball time is 8 seconds. Javelin (Ship 2) The javelin is one tough ship. Mostly used for defensive purposes, it has powerful bullets capable of taking down almost any ship. This ship is slower than the warbird, but what it lacks in speed it makes up for in shot power and energy. It can hold the ball for 6 seconds. Spider (Ship 3) The spider is the puck hog of the zone. Able to hold the ball for 13 seconds, this ship is for all the pilots out there who like to take matters into their own hands. Don't rely on its speed, though, as it can be bested by warbirds. Leviathan (Ship 4) The biggest non-goalie ship. This ship has stronger armor than a javelin, but only has 5 seconds in which it can hold the ball. It more than makes up for it with strong bullets, which can be fired as multi- shots. This ship is the one non-goalie ship that can do this. Terrier (Ship 5) My personal favorite. It can hold the ball for 8 seconds and its speed is only slightly less than that of the warbird. It is capable of maneuvering through tight spots and living. This ship can be used for offense of midfield. Weasel (Ship 6) Any offensive-minded ship, the weasel lacks in speed, but makes up for it in its powerful shot power. When used properly, the weasel can rack up goals fast. It can hold the ball for 8 seconds. Lancaster (Ship 7) One of the two goalie ships. It can hold the puck for 5 seconds. It's not all that different from the shark. However, it has stronger bullets. Shark (Ship 8) The other goalie ship. Also holds the puck for 5 seconds. Not all that different from the lancaster. However, its bullets are weaker than the lancaster's. ******************************* STRATEGIES ******************************* OFFENSE Don't be a puck hog! The puck naturally draws people towards it and if it's in one place too long you will have 5 people shooting at you. Pass when you have to and make sure your teammates have someone to pass to. Also, when the timer runs out the puck shoots out from behind your ship, so pass it! -The Cross Over This is a popular play to use on offense. 2 players are setup across from each other heading toward the goal: O--_ ___ The players cross over in front of the goal. The \ / | player with the puck passes to the other player and \ / | the player with the puck shoots it into the corner x X | of the net. Note the poorly typed diagram to the / \ | right. / \ ___| O--/ When doing this play it isn't necessary to pass. The player could keep the puck in an attempt to fake out the goalie. -The Garbage Goal This is rather cheap, yet effective way to catch a goalie off guard. To do this one ship has to be lined up so that they can shoot the ball into the far corner of the goal: ___ O------ | Again, this requires 2 people. One person with the puck ^ | charges for one corner of the goal. Another person | X | , who is lined up with the opposite corner of the goal, | | follows. The ball carrier quickly passes to the other O ___| player, who shoots the ball directly into the corner of the goal. Again note the bad diagram of how this is done. DEFENSE The basic idea of defense is to keep yourself between the ball carrier and the goal. Don't go for the kill unless you can catch up with the play or there is someone on defense who CAN kill the carrier. Another thing to look out for is defending against breakaways with multiple men. A 2-man break is easier as you can get between the 2 of them, thus blocking a pass and forcing a bad shot. A 3-man break is harder as they often have a passing triangle, which allows for more ways to attack the goal. Say that you are the X and the ships on the breakaway are the O's: O The one thing you can do is make sure that O none of them pass you by. If one of them Does, they can get a shot where the only X defense is the goalie. Some people try to Fly with the triangle, blocking out the O ball carrier. If it doesn't cause a Turnover it will at least slow down the play. -Play high, play low This requires communication between the defender and the goalie. Say for example the defender (#) plays high and the goalie (X) plays low. It would look like this: ___ | # The goalie stays lower in the crease area and | the defender, while staying outside of the | crease area, guards the upper part. This | X shouldn't be done too often, though, as some- |___ times the offense is able to pass by the defender. MIDFIELD Your job is to move the puck up the ice and prevent it from coming back. If you have trouble with passing then you should by no means play midfield. -Wall Pass This is almost a necessity in gameplay. It involves shooting the ball off the wall, past any defense, and to another teammate. You are the O, the defense is the X, and your teammate is the other O: ______________________________________________ ^ O X O The ^ is the area to aim for. Assuming that you are moving forward, aiming the ball here will bounce off the wall and head to your teammate. This is all about being able to read the angle. The angle you shoot the ball at is the angle it will bounce in the opposite direction. ******************************* ZONE SLANG/ABBREVIATIONS ******************************* SLANG DICTIONARY Ball-Killing - (v) Passing to the enemy at close range, which also fires a bullet at the shi[p, killing it and giving the puck back to the original carrier. Crease - (n) The red line surrounding the goal. Creasing - (v) Shooting at the goal from within the crease. Lagger - (n) A person who has a bad connection and/or skips around while playing. Lamer - (n) A person who acts like an idiot, either through actions in the game or the things he/she says. Tanking - (v) This is when a player with the ball gets shot numerous times but doesn't die. Spawn-killing - (v) Killing a person repeatedly after their ship respawns. Speccing - (v) When a player is put into spectator mode either on his/her own or as a punishment by a ref. ABBREVIATIONS bcr - someone has blatantly creased bdc - someone has blatantly done a defensive crease bk - ball-kill cr - someone has creased dc - someone has done a defensive crease gg- good game lol - laugh out loud lmao - laugh my a## off stfu - shut the f### up rofl - roll on the floor laughing roflmao - roll on the floor laughing my a## off ns - nice shot ******************************* THANKS/DISCLAIMER ******************************* Thanks to GameFAQS for putting this FAQ up Thank you to the zone staff and creators of Hockey Zone Thanks to the players of HZ. You are the reason it's still going today. ****DISCLAIMER**** This document Copyright 2002 by Scott Ramage. It may not be reproduced, published, or otherwise used without my permission.