So you ask, what happens if you go beyond the "centre systems?" - Well, go see for yourself. There is a total of nine environments to explore. Each system will feature NPC ships - pirate factions bent on destruction. Well, mostly your destruction. From the centre of the map they'll be relatively easy, but as you venture to the systems further out, they might get a bit tough for newbie pilots or may require gangs to take down. Some systems will include a base of somesort - Which could be a pirate outpost, abandoned mining post or something quite different! Additional weaponry can also be salvaged from destroyed NPC ships.
The environment itself is persistant - Some ships will take a long time to appear, others will not appear until after you've already destroyed a certain group. It could take you hours to discover every single spawn Basewars has to offer, from small fighters to huge ships. Some of the scenary is more than just scenary - you can interact with it or change it by destroying it - Look out for missions and gauntlets which you can go to. Beware, some of these are very hard and can't be done alone!
In your base. This is where you start. Straight ahead is the exit, to the first left and right is the armory - Directly below the spawn room.
Ten different types of weapons spawn here. The biggest weapons will take 3-4 minutes to respawn, so try not to hog! Also, you can collect Platforms outside of the station in the "Storage Silo". These are best used to defend your base, and should be positioned carefully.
Although it may look different, the correct direction to the enemy base is always to the "right" side of your base. So assume you exit your base, the gate directly ahead is the opposite direction. You'll want to take the Stargate on the right side of the base, assuming 'right' is from the perspective of the exit.
When you reach the enemy base, the first threat is the Jamming Array. It'll pretty much stop you dead in your tracks. So you'll need to destroy it with long range weapons first, unless you want to become a sitting duck.
Once the array is down, you'll be able to target the Shield Generators without being locked down every 20 seconds. Each generator is fairly tough, so you'll need to focus on one at a time instead of splitting targets. It's best to indicate to your team *what* generator you are targeting first, either by giving directions or by placing a marker.
Once the generators are down, the first two structures that are open to attack are the Storage Silo and Repair Bay. It's up to you which one to target first, however cutting off the enemies supply to Energy and Shields is a good tactic, so the best bet is the Repair Hanger.
... And then you destroy the Storage Silo, which in turn results in the Command Tower becoming vulnerable.
The Command Tower is the toughest of all the structures, and will take a concentrated effort to destroy. Once it's destroyed, the game ends.
The centre system, which separates the Red and Blue base systems contains a varied selection of objects, including Maltu Orion Legion Fighters, Cruisers and a single heavy cruiser spawn (NPCs will spawn in various locations at different times). There is also an asteroid belt with an infested asteroid base. This base is also known as a mission complex, and you can enter solo or with team mates. Once inside, you¡¯ll be locked in until the ten minute timer expires, or you complete the mission. No one else will able to get in and help at this point.
The adjoining systems contain the Red and Blue bases. Each base is scattered in a bubble formation, tightly placed as to not use too much space on the map. There is no other scenery in these systems due to the polygon amount of the bases themselves. There is however fighter spawns from the Maltu Orion Legion at the far edges. They will ignore the player bases entirely and just sit there until approached. These guard the exit systems. So if you get disoriented, remember heading toward the gate with these fighters is the wrong direction to the enemy base.
The systems beyond the bases are optional flying zones - the gates which lead in the OTHER direction. These places are packed with non player spawns including frigates, cruisers, battleships and other nasty stuff. Some of the stuff will be present when you arrive, or appear while your there. Others may take a while to appear depending on the difficulty of the spawn itself. There are also structures you can explore and missions that you can undertake to obtain new weaponry. Click here for a look at the full Hyperspace starmap.
It was not until much later that the Alliance finally began to build their own Stargate network. Utilizing the same basic underline technology as the original gates by reverse engineering, these new gates are intended only for small explorer vessels, personnel craft, fighters and small cruisers.
The Alliance has had a turbulent history, but is always striving to resolve the their struggles in hope for a better future. The inner planets of the Alliance are governed by parliaments, whom are also responsible for the terraforming of worlds - From inhospitable barren rocks to habitable lush worlds. This process takes several decades, and so the majority of colonies within the alliance are shielded environments either in domes or in planetary orbit.
The technology of the Maltu is considered equally as advanced as the Alliance, and most of their ships are essentially retrofitted Alliance hulls with factional paintwork. Some scientists within the legion were previously citizens of the Alliance, which is how they are able to keep up with Alliance science. The origin of the Legion is a mystery to most people, but it is rumored they were once part of an Intelligence arm within the government, which later rebelled against the Alliance. Why, how - No one exactly knows. All that is known is that one day an entire division within the Alliance just decided to pack their bags and leave for a new home, taking ships and equipment with them.
After failing to track down them for nearly ten years - It was, as if by accident, that a scout discovered them on a regular planetary survey mission. The Alliance was swift to dispatch representatives to this newly discovered and flourishing colony - Only to find a blockade upon their arrival, with the ultimatum to turn around or face death. The scars of the independence wars were still fresh - People were reluctant to spill any more blood, and so the Alliance gave up and disowned the former workers of a once prominent agency.
The Syndicate utilizes projectile weaponry on all their ships, which has nearly been phased out in the Alliance due to the payload size that could otherwise be used for essential equipment. The Syndicate constructs their own interstellar craft - The materials used are common to the system they inhabit, but the sheer brilliance of the craft baffles Alliance scientists to this day, who are unable to grasp how the Gemini Syndicate were able to build their ships - Which is the reason the Alliance hasn't done anything about the syndicate for nearly a century, because both sides would take heavy losses in all out conflict. Predictions are still upheld though, that one day something will be done to cull the Gemini war machine. It is said that the reason the Gemini Syndicate are able to build such impressive ships, is due to help from an outside force. Although many civilian planets do construct their own personalized space craft, all major components are variations of Alliance engineering. However the Syndicate, for example, have entirely different engineering methods including unique propulsion systems.