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Basic gameplay

Pardus is browser-based and requires no downloads to play.[5] From the main inte
rface Players have a view of the local system they are in, plus various screens
detailing the buildings in the area, the contents of their ship, the skills of t
heir character and so forth.
All players must complete a tutorial before beginning the game. Though the main
game is in English and using languages other than English for communication in o
pen channels is forbidden, the tutorial is also available in Dutch, German, Hung
arian, Indonesian, Italian, Polish, Portuguese, Finnish, and Spanish.[6] For the
duration of the tutorial and a period of time after, a player has access to "He
lp Chat", in which experienced players make themselves available to assist newer
players with problems or questions about the game.
A critically important aspect of the game is the Action Point system. Any intera
ction with the game world requires Action Points (or APs) to be spent, which reg
enerate at a rate of 24 APs every 6 minutes throughout the day, up to a maximum
of 5000 stored APs.This prevents players who stay in the game all day from gaini
ng a significant advantage over people who only log in once or twice a day for a
short time. There are certain skills and in-game items which grant a limited nu
mber of extra APs, and players with a Premium Account may accumulate up to 5500
APS instead of 5000.
There are several ways to directly improve a player's character in the game. One
of the most common ways is trading, which involves buying commodities and trans
porting them to another area where they can be sold for a higher price, often be
nefiting the area as a whole. Fighting NPCs improves a character's various comba
t attributes. Collecting raw resources improves collecting skills, and practicin
g hacking or cloaking enables a player to better perform those actions in the fu
ture.
Ships and equipment
There are dozens of ship models available in Pardus, but only one ship
y a character at any one time. Each ship may be outfitted with various
shields and other equipment. Ships and equipment available to a player
the player's faction or syndicate, faction rank, competency level and
e points. Ship and equipment choice depends on what the player intends
for, fighting, trading, or a mix of both.

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Combat
Combat in Pardus is turn-based; the player chooses how many rounds to battle aga
inst an opponent. The number of hits and damage per hit each round is based on t
he combat skills and equipment of the character. Luck also plays an important ro
le in combat. Some NPCs may hold a player for additional rounds of combat after
a player tries to retreat. The chance of being held and the number of additional
combat rounds depends on the type of NPC.
Economy
A variety of resources, NPCs and player buildings (Rigel, Pardus Empire Continge
nt).
The economy in Pardus is dynamic and relies mostly on player actions.[10] Severa
l times each day at fixed intervals all planets, starbases and buildings in the
game consume and produce a variety of commodities, provided certain upkeep needs
are met. There are dozens of types of commodities available, ranging from low-t
ech raw materials such as Food, Water, Energy, Ore, and Metal, to high-end finis
hed products such as Droids and Hand Weapons. Several illegal commodities, such
as slaves, drugs, and body parts also exist.

Extracting raw materials


Raw materials can be harvested in space. Each tile, or "field", has a raw materi
al associated with it; for example, open space contains hydrogen fuel, and aster
oid fields contain ore. Each field holds a maximum of 500 units (tons) of its re
spective material. However, the more a field is harvested, the slower the field
regenerates, and the less can be harvested from the field unless it is given suf
ficient time to regenerate. This often leads to fields that are "strip-mined", m
eaning raw materials are very scarce or in insufficient quantities to be harvest
ed. Strip-mined fields are one of the most common difficulties encountered by pl
ayers in the more populated areas of the universe. Also, players who strip-mine
may find themselves an enemy of other pilots.
Constructing buildings
Players can construct a variety of buildings, in order to produce commodities as
sociated with that building. Buildings produce and consume commodities every six
hours, a process known as "ticking". The commodities consumed and produced in a
building depend on the type of building. Improving building's Production Level
increases the output, but also the efficiency of production. Players may stock t
heir own buildings, or they may leave their buildings open to trade with other p
layers; likewise, they may collect the produced goods themselves or leave those
goods for sale for other players to consider purchasing.
Buildings are classified as "Low-level" (including asteroid mines and fuel colle
ctors), "Mid-level" (including Electronics Facilities and Breweries), and "Highlevel" (including Hand Weapons Factories and Military Outposts.) Each have their
own initial start-up costs and their unique necessary upkeep, some high-end bui
ldings require a certain amount of experience or APs played before construction
is allowed.
A few buildings, such as Drug Stations and Dark Domes, though lucrative, will ca
use the player reputation loss if built, with additional reputation losses if th
ey are built in faction space. This reputation loss is often used by pirates to
easily gain acceptance into The Shadow Syndicate and enjoy relevant benefits.
Buildings can be raided by other players, which prompts owners to install buildi
ng defenses to secure their business. These defense modules need to be destroyed
before commodities can be stolen and allows the owner and his allies time to re
act to the attack. Undefended buildings can be damaged and eventually destroyed
with subsequent attacks. Damaged buildings can be repaired by their owner.
Starbases
View of the inner starbase surrounded by players with bomber and fighter squadro
ns.
Starbases are important trade centers in areas where no planets are to be found
and are a very important part of the economy in Pardus. Player-owned starbases,
though generally more difficult to maintain than other buildings, can make their
owners a considerable amount of money if well placed. Some successful bases ten
d to have private web pages with extended customer services, marketing, RP eleme
nts and/or investor programs.
An important function of starbases is providing players with a place to repair t
heir vessels, provided the starbase owner builds a repair facility onto it. Star
bases may also produce spacecraft and equipment, which the owner may then sell t
o other players. This is a very popular function, as player-built ships and equi
pment is usually considerably cheaper then their regular price offered by NPC st
arbases and planets. Unlike other buildings, starbases may be transferred to ano

ther player or conquered by force. Starbases also play a key role in faction war
s, especially in the Pardus contingents.
Trading and missions
The basic method of obtaining wealth in Pardus is trading. Players buy goods fro
m a planet, starbase or building, then travel to another to sell it in a "buy lo
w-sell high" fashion. Many players establish trade routes between certain buildi
ngs which they maintain regularly. NPC starbases and planets have dynamic pricin
g which adjusts the commodity price according to the supply.
Planets and starbases hold randomly generated missions that replenish as soon as
they are completed by players. The bulletin boards offering these missions refr
esh two times a day. There is a variety of missions; for instance killing non-pl
ayer characters (NPCs), delivering packages, or transporting VIPs. When a missio
n is completed successfully, the player receives a reward of credits (the in-gam
e money); if the mission was a faction mission, the player will receive an amoun
t of rank increase, or if the mission was a neutral (non-faction) mission, the p
layer will receive an amount of "competency" instead. As competency level or fac
tion rank increases, more difficult and rewarding missions will become available
. There are also special faction missions available only during times of war. EP
S members have 67% more neutral missions available to them than other pilots.
Raiding, piracy, bounty hunting and smuggling
A player does not have to be a legal trader, and can earn money through combat o
r illegal trade. With the proper equipment, a player may raid another player's s
pacecraft or building, a sometimes quite profitable exercise. Some players take
pirating to an extreme and attempt to destroy anyone they can; these pirates oft
en get bountied. A bounty can be placed on any player or building by the system
or by other players. If a player kills a bountied player or destroys a bountied
building, they will automatically receive the sum of all bounties that were plac
ed on that particular individual or that building.
Smuggling is a risky but often very profitable venture. Illegal commodities may
be sold to other players or to the black market available on any planet or a sta
rbase with a population over 30,000. There is a chance a player will be detected
by the authorities when selling to a black market, however, which might result
in a faction bounty. EPS pilots may have equipment that can detect illegal contr
aband on ships and will turn you over to authorities.

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