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Terran

From Net 7 Portal Wiki
Race - Class - Profession - Faction
Jenquai Terran Progen



Symbol of the Terrans

Terrans are the descendants of the survivor’s of the First War of Secession with Mars Colony and the Outer Worlds. The seat of Terran control is Earth, a fact that has led them to believe that they are the last true bastions of humanity. On a very basic level Terrans regard the Progen and the Jenquai as mutant races, not quite Homo Sapiens. However, prejudices aside, the Terran policy is toward profit and the expansion of markets. Progen and Jenquai money and resources are as good as any other sentient lifeform.

Cultural outlook

Terrans represent the largest population concentration and culturally remain the least stringent and most diverse of the dominant human factions. Diversity also extends toward Terran racial stock. Terrans are of the Earth and as such come in every color, size, shape, and configuration the human gene pool has to offer.

As a general rule, Terrans are more sociable, less xenophobic, and less disciplined than either the Progen or Jenquai. However, they can afford to be. The goal of the Terran Alliance is not nor has it ever been territorial or martial conquest. The Alliance wants everyone’s money. Pure and simple. To that end, Terran technology is more sophisticated in some areas than even the Jenquai. Terran technology tends to lend itself to a broad industrial base and because Earth is the Terran homeworld, food production is one of its biggest industries. Hydroponics space stations aside, Earth food simply tastes better.

The Terran Alliance, however, does have certain drawbacks. One, it is burgeoning. On last census there were some eighteen billion people throughout the solar system who labeled themselves Terran. In contrast, even with its aggressive progenesis policy, the Progen Republic can claim only two billion while the Jenquai have leveled off and are holding steady at five hundred million.

There are about five million more humans scattered among a hundred or so space stations, non-Aligned colonies and privateer ships.

Given its population demands, the Terran Alliance is forever in search of expanding its resource base – something the Alliance has gotten exceedingly good at doing.

Factions

Terrans are subdivided into a number of Player and Non-Player Factions. Faction points can be lost (by killing members of a faction), or gained (by killing the faction's enemies, as well as by various other methods, such as doing missions and trade). The three Terran Player factions are EarthCorps Warriors, InfinitiCorp Traders, and Hyperia Explorers.

Game Play

  • The Terran combat advantage in the game lies in long range Missile Launchers (abbreviated "ML"). Buffs to Missile range are critical, as well as high non-warp combat speed {requiring special Terran only engines and high engine skill) to stay out of range of adversaries while pummeling them to death.
  • Engines and high combat speed are critical to "kiting" -- the Terran missile users' style of fighting in which the Terran runs away from the target which pursues him/her, staying out of the target's range while flipping Missiles over her/his shoulder to wear down the target's defenses. This will require many skill points invested in Engines and Devices while looking out for possible combat speed buffs from the shields and reactors used.
  • Missile Launchers use fewer rounds per minute of combat than PLs and will probably require fewer cargo spaces for reloads than the Progen 'toons need. Missiles do more damage than projectile rounds, but the reload rate of projectile weapons is dramatically faster. Missilles balance this with generally longer range, and thus pilots using MLs tend to open the engagements of a battle-group.


Terran Professions

Terran Enforcer

Main Page: Terran Enforcer

The owner of a fearsome missile boat which can hit hard from long range, the Terran Enforcer is the Admiral of the skies.

Terran Tradesman

Main Page: Terran Tradesman

Capitalist sumpreme, the Trader makes the best deals with starbase vendors. A master builder, Traders can learn to manufacture all ship equipment except reactors. They are also valued for battle-support, as they possess Shield Recharge and Hull Patch capabilities - the only profession with both.

Terran Scout

Main Page: Terran Scout

The ultimate dragster, speedy Scouts can leave all other ships in their wake. Their Nullfactor Field skill allows them to travel uninterrupted through gravity wells, where nearly all other ships are forced out of warp and scream to a halt.