GameFAQs ID: Howyadoing (Hyd) / Seven Face Date Started: May 2, 2003 Date Ended: May 29, 2003 (Version 1.0) E-Mail: XDXDXD@gmail.com ======================================================================= SUBSPACE CONTINUUM SSCE HOCKEY ZONE TIPS AND TRICKS CURRENT VERSION: 1.0 Since the last update: May 29, 2003 My exams are over. Thus, I shall do some major updates. Expect to see more goodies added into the in-depth section, here and there. Guess what? A new version of hockey came out. And to save you some time and trouble, I shall list the major changes made. SHIPS: Spider – Puck control time reduced to 9 seconds. Lancaster – Prox range increased. Multi-fire capabilities sort of watered down. Shot power increased. MENU: Well, there's a new help menu now. Isn't that sweet? There's also a Zone Staff portion added. ARENAS: Mini – You can now vote for an automated MiPS (Minor Penalty Shot) when someone is called DC (Defensive Creasing). Neat, eh? May 3, 2003 Mmm…updated till the PHIS section. Done the skeleton of the FAQ and perhaps all the other minor stuffs. I hate today, there are lots of work to do. Mm… May 2, 2003 Okay. Just back from school. Now, let's try to work out this FAQ's skeleton. Especially for Subspace, one of the best online space game on Earth. ======================================================================= Table of Contents I. Introduction II. Playing Hockey in Subspace III. The Planes a. Warbird b. Spider c. Javelin d. Leviathan e. Terrier f. Weasel g. Lancaster h. Shark IV. In-Depth View a. Forwards b. Midfields c. Wingers d. Defenders e. Goal Keepers V. Legal Information VI. Credits ======================================================================= I. Introduction. So, I was lazing around the Internet trying to find another suitable replacement for my Uniball game. I searched, and searched, and searched and blam! I found Continuum, or better known as SubSpace. It is a 5MB download, and is a multiplaying online game only. One Subspace game is made up on many small rooms called "Zones". In each and every Zone, you have some other numerous "Arenas". And in the majority of the arenas, you have us players. Subspace is like any ordinary space-shooting game. You control the ship in third-person view, and are transported into an endless space where you have an objective to complete. This depends on which zone you are in. There is the Trench Wars zone, A Small Warzone and lots of other nifty zones to play in. In this FAQ, I would be focusing on one zone only. Mainly, the Hockey Zone. It plays like Uniball, which is one reason why I instantly fell in love with it. It also features 8 different ships with different abilities and usage. This encourages teamwork, and is one of the basic necessities that allow a multiplayer online "sport" game to survive. Enter Hockey Zone, one of the more realistic and interesting zones that are available in Subspace. ======================================================================= II. Playing Hockey in Subspace To play hockey in Subspace, you would need a working keyboard and a determination to learn. The rules are like any ordinary hockey game. Your objective is to score as many goals as you can before time runs out. Depending on each zone, there are variations of how the game would end. But they all enforce the universal basic rules. Rules: Creasing (v) Abbv: CR In the goalkeeper's area, there is a small red semi-circle that is protruding from the goal post. That is called the crease, and only the goalkeeper should be there with the ball. When an opposition player fires and scores within the crease, it's called creasing and the goal would be disallowed. Blatant Creasing (v) When you intentionally shoot and score within the crease, it's a blatant act of violating the rules. And you would be dumped in the penalty box. Defensive Creasing (v) Abbv: DC Most of the time, this is unintentional. But for the sake of the game, any defenders who caught the ball within the crease that should have been a goal are defensive creasing. They would be sent to the penalty box as well. Spawn Killing (v) To tackle someone in Subspace, you would actually be shooting him or her instead. And when their energy bar deplete till to your shootings, they would be killed. After a second or two, they would reappear somewhere near from where they disappeared. If you kill them again in that same area multiple times, you would be condemned for Spawn Killing and would be sent to the penalty box. Delay of Game (n) Some arenas like Mini need a specific method to start the game. That is, to drop the puck from the top to the middle of the area. If you take the puck and fly around without dropping it, you are considered delaying the game. This is an easy method to piss other players off. Tank (v) This is normally associated with lag. When you tank, you're basically Iron Man. Nobody can kill you because of your lag. Normally, this is ignored. But sometimes, if a goal comes because of a tank, that goal might not necessary count. Phase (n) Phase occurs with lag as well. When we say that the puck phases, we mean that the puck is imbued with the sickening power of lag. The puck goes through anything and everything. If a goal gets scored because of this, it would not count. Half-Court Rule (n) Abbv: HC Sometimes, when there are less than 10 people on the field, people would impose a half court rule. When this happens, only one goal post is used. One frequency would be based on attacking, and the other would be defending. If you're on the defending side and you attack, you would normally get flamed at. So watch out for it when someone yells, "HC!" Full-Court Rule (n) Abbv: FC Whenever there are more than 10 people playing on the public servers, a full court game would most probably get initiated. In a full-court game, there would be two teams, each with a goalie, and attacking opposite sides. So, remember that. It's way different from half court. Minor Penalty Shot (n) Abbv: MiPS People make mistakes. And when they do, moderators punish them. In Mini, when you're caught DC-ing, you would most probably get a MiPS. In a MiPS, the team who violated the rule would choose a representative to be a goalie. The other team would then choose an attacker. These two representatives would then go one-on-one. Chances of it succeeding are moderate. Major Penalty Shot (n) Abbv: MaPS When you committed a more serious offence, you might get a MaPS. In this punishment, it's exactly the same as MiPS. Except, there would be two attackers facing one single goalie now. Chances of this succeeding are fairly high. ======================================================================= III. The Planes There are a total of 8 planes in Subspace. Each of them bears their own specialty, and of course have their own strengths and weaknesses. Now, I'm going to tell you the basic knowledge you would need to absorb for each and every plane. A. WARBIRD Appearance: Red wings, with a silver body. Usage: Attacking; Scoring. Advantages: Speed, fast, small. Disadvantages: Fragile, gets killed in an instant. Puck Control: 7 seconds. Attributes: Fast and furious describes the Warbird well. These are small pip- squeaks that zip as fast as Sonic with his back caught on fire. They are normally on the offensive side. But due to their good acceleration capabilities, they have poor energy ratings. Thus, they get checked and killed very often. Don't let that happen to you. Notes: The Warbird is favored by newbies. I must admit, when I was started playing Hockey zone, I used the Warbird, as I love the feeling of scoring a goal. It was good, but then I realized that I am probably one of the most terrible Warbird players out there. Oh well, guess I'm not fated to be one with the striker. B. SPIDER Appearance: Overall green in color. Usage: Attacking; Assisting; Scoring Advantages: Relatively quick on its feet, although slower than the Warbird. Has extremely good puck control. Disadvantages: Too many people favor them. Puck Control: 9 seconds Attributes: In almost every hockey team, there would be at least one or two Spider in it. Spiders play a major role in a hockey team. Bearing the ability to hold the puck for 9 seconds, it has the best puck control of all ships, thus enabling him to set up goals for Warbirds. Notes: While using the Spider, try to learn how to maneuver the ship well. This would be a necessity in surviving with the Spider. C. JAVELIN Appearance: Striking gold. Usage: Either on offense or defense, it would be better if it were on defense though. Advantages: Versatile. Has a good all-around skill. Disadvantages: Slow. Puck Control: 7 seconds. Attributes: Javelins have a strong body, and pack quite a punch with its L2 bullets too. However, it is rather lagging on the acceleration and speed department. Thus, they would make good defenders and midfields rather than hanging around the attacking side. But, with its durable body, it would last long on the attacking portion as well. Notes: It is your choice rather to play on defense or offense with the Javelin. Once you decide on one, stick to it. Your speed isn't fast enough to switch between both sides now and then. D. LEVIATHAN Appearance: Bulky blue. Usage: Defense, and strictly only defense. Advantages: Strong L3 bullets. Large. Disadvantages: Very slow. Puck Control: 5 seconds. Attributes: Leviathans are your huge defenders. They can block most shots if they come directly in his way, and can blow up ships easily. However, they aren't really too keen in marking opponents. As with its extremely slow speed, any ship can easily outrun it. Notes: Plopping a Leviathan right in front of your goal post would be a necessity in saving a couple of shots, and not defensive creasing at the same time. Also, they can blow up pesky Warbirds very easily. From my experiences, not much players like to be a Leviathan though. E. TERRIER Appearance: Full red. Usage: Setting up goals, and maybe scoring one or two. Advantages: All-around skills are above average. Disadvantages: Almost none. Puck Control: 7 seconds. Attributes: Terriers are your ketchup. They have the speed, but they can't par with the Warbird. They have the shooting power, but they can't par with the Weasel. They have the power, but they can't beat the Leviathan in terms of levels. They're all-rounded, underrated ships that would be pretty common in most teams. Notes: In teamwork with the Spider, these two duos could pose a serious threat towards you. Be sure to take note of that. F. WEASEL Appearance: Dull silver, with blue wings. Usage: Shooting or passing. Advantages: Superior, powerful shots. Disadvantages: Pretty low stats. Puck Control: 7 seconds. Attributes: A player that can successfully control a Weasel is what we call a professional. Weasel users are extremely unique, as the same as the plane itself. This plane has pretty low stats, but it makes up for all that with its superior slap-shot ability. Once the Weasel fires, the ball zips through everything. Only a good goalie can stop that. Notes: Use afterburners while firing. They'll add the extra speed to your shot. G. LANCASTER Appearance: Black with stripes. Usage: Goalkeeping Advantages: Fast, agile, pack multi-bullets punch. Disadvantages: Smaller prox range. Puck Control: 5 seconds. Attributes: Lancaster belongs to one of the two goalkeepers available. I dare say that the Lancaster belongs to the most experienced goalkeepers, as it has a smaller proximity range. What is a prox range, you may ask. The prox range is a radius around a certain ship that allows the ship to grab the ball if it falls within the radius. Needless to say, goalies would generally have a larger proximity range for easier goalkeeping, and the Lancaster is no exception. The Lancaster also packs tough bullets. And when combined with the multi-fire ability, it can blast 8 bullets in less than 2 seconds. This makes it an offensive goalkeeper, which is what most people would be bad at. However, if you are very proficient at handling the Lancaster, you may be one of the better and rarer goalkeepers. Notes: The key to using the Lancaster is always blow the other ships up. You have stronger bullets, and most ships that had made their way to the goalpost are normally those who have been wasting on their afterburners. Thus, they would be incredibly low on energy, especially for those little Warbirds. With your strong bullets, you can easily waste them. H. SHARK Appearance: Dull gray, with yellow stripes. Usage: Goalkeeping Advantages: Huge prox range Disadvantages: Slow Puck Control: 5 seconds. Attributes: On the other hand, Sharks have a larger prox range. Their prox range is the largest of all ships, and this enables them to grab the ball although it may be pretty far away from them. This suits newbie and veteran goalkeepers perfectly. Personally, I'm using this ship very often. Also, it packs multi-fire bullets as well. But, unlike the Lancaster, the Shark's rate of fire is much, much deteriorated. Notes: To use the Shark well, one must be very patient. As it has a larger proximity range, you should always let them make the first move unless you are extremely sure you can blow them to pieces and take possession of the ball. If not, wait till they shoot and move into position as quickly as possible. Next, pray that you caught the ball. ;) Now that I've completely explained all the ships, you should have already picked up your favorite one already. Now, go play a couple of games before coming back and reading on! ======================================================================= IV. In-Depth View In a game of football, you would most probably see lots of different positions; Center backs, left and right backs, wingers, midfielders, attackers, and of course, not to forget the goalkeepers. In a game of hockey, it's never an exception. In SubSpace, or Continuum, we also have this breakdown. You have the offense, the defense, the midfields and the goalies. Each and every ship is built for a purpose, and each of their special innate abilities fall under on of the 4 categories, which could easily be broken down into more categories. Let's take an in-depth view. -^-^-^-^ Offense -^-^-^-^ In any typical game of hockey, there would be at least one player on offense. Newbies love playing in the offense position. I don't know why, it's just like that. Even me. I started playing Hockey in a Warbird. Couple of days later, I switched. Thought it was ridiculous. Anyway, if you were a good offense, you would probably score a reasonable amount of goals. Bleh, what am I talking about? Okay, ships that are suited for offense are: Warbird Spider Javelin Weasel There, 4 out of 8 ships. Half of our available ships are suitable in offensive positions. But let's break them down even more! Warbird – Speedy Forward Necessity in ANY hockey team, this one is a must. If you're good at this ship, you are most probably not lying. Mastering this ship is tough. It's fast, but it's weak. One miserable bullet would shred it to pieces. Also, this is one favorite newbie ship. Spider – The Genius Spiders are more suitable for setting up goals. With their 9-second puck time, it's favorable for them. They aren't as fast as the Warbirds, but they do have stronger bodies. This was my third ship of choice. Javelin – Strong Forward Javelins are like ketchup. They go well in anything. However, they don't go well when they're mixed with too much stuff. Anyway, if you like being the bigger, fatter offensive player, the Javelin is your choice. It has strong bullets, reasonable maneuverability, and a great shot power. One big flaw in it has got to be its speed. But, it has a durable body to back him up. Why worry? Weasel – The Cannon People despise the Weasel. It has got to be one of the more underrated ships. Currently, this is my personal ship of choice. It has more flaws and usefulness, but it is still one of the more lethal ships around the ice. Contradicting? You bet. Weasels have terrible maneuverability, insignificant speed and a typical body and checking skills. However, it packs the most powerful slap shot ever. Some say it's not any thing special. But the ball flies way too fast for even veteran goalies to pick up. Once you learn how to fake the keeper, you're in for a ton of goals. This is one special ship. ^-^-^-^-^-^ Midfields ^-^-^-^-^-^ Midfielders are the people who get the most carries, steals and such. They have all-around abilities, and are perhaps the most versatile players on the field. Let's take a look at them. Midfielders: Terrier Spider Weasel Three out of eight ships now, not too shabby, eh? Terrier – The Underdog Terriers are probably the most versatile ship in the entire center ice. They have reasonable speed, excellent maneuverability, and a rather good shot power as well. Not too mention they have a quite durable body. They can hold the puck for 7 seconds as well. Weird, why nobody takes them? Because they're so versatile, they shouldn't really stay in one spot for too long. That's why they are suited for midfield positions! Spider – The Creator With a 9-second hold time, nothing beats the Spider in control. They have a rather damn good maneuverability as well. However, they're checked pretty often. *sigh* Weasel – The Crosser Needless to say, a good crosser should have a remarkable shot power. The Weasel fits directly into that category. Bar none! ^-^-^-^-^- Defense ^-^-^-^-^- Defenders are huge, scary ships. But they're all slow. Great one-linear introduction, no? Defenders: Leviathan Javelin Two out of eight ships, you can most probably tell they are very scarce. Maybe those people behind SubSpace should create more ships… Leviathan – Scary, huge monster When you see a Leviathan, you shouldn't be surprised you blow up a second later. These are huge ships. They have tremendously good checking abilities. Inside their arsenal of weapons are L3 bullets, and they can activate Multi-Fire (Del) to fire those bullets rapidly. Needless to say, you will blow up in two or three seconds. One flaw however, they're dead slow. Javelin – Haymaker Javelins are reasonably slow, but they aren't as slow as Leviathans. They have significantly stronger bullets than majority of the ships (L2), and they are pretty huge as well. So, I guess that makes them defenders. -^-^-^-^- Goalies -^-^-^-^- You'll only have one dude standing in the crease. That is, our most important player in the team, a goalie. Goal Keepers: Lancaster Shark Two goalies are more than enough. Each one has their style of goaltending, so choose one that suits you. Lancaster – The Rough One With its newly increased prox range, people are starting to like the Lanc a little more. Now, they are starting to look more like a Shark. Their main difference from the Sharks would be their firing capabilities. They have a little better rate of fire. Shark – Patience Master Using the Shark is like knitting some clothes. Patience is the key in winning. With its tremendous prox, you wouldn't have any problem grabbing pucks that seemed impossible to at first. Unless of course, it's a Weasel that fired that shot. They have strong bullets, but they don't pack the rate of fire the Lanc has. ======================================================================= V. Legal Information The author is in no way affiliated with the Subspace Company, staff or otherwise that has got to do with the Subspace crew. This was purely the author's own time and effort put in to finish this FAQ. It may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you would like to post this on your website, I would require you to e-mail me and ask me first, before doing anything else with my guide. This FAQ is written by Hyd and is copyright 2003. All logos, ships are trademarks of Continuum, Subspace. ======================================================================= VI. Credits Me – For writing this FAQ Stardust Memory - My Hockey bud Stardust_HZ - My Hockey bud Ampho – My Hockey bud Gotrek – My Hockey bud Nub77 – My Hockey bud CjayC – For posting it on his website www.rshl.org - For some extra information This FAQ was last updated on May 29, 2003, on a cooling Thursday night. Peace out.