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Confederate cruisers

 
 
Columbia Encyclopedia: Confederate cruisers
Confederate cruisers, in U.S. history, warships constituting the South's seagoing navy. At the outbreak of the Civil War the United States ranked next to Great Britain in merchant marine. Since almost all of the tonnage belonged to the North, the Confederacy set out to destroy it. Privateering flourished only briefly because the increased effectiveness of the Union blockade forestalled attempts to bring prizes into Southern ports for adjudication. But in the course of the war some 18 cruisers, known as Confederate cruisers, were engaged in this activity. Only eight achieved results of any consequences. Of these, the Florida, the Alabama, and the Shenandoah were outstanding. The Florida, built in Liverpool in 1861-62, began her active career in Jan., 1863. Commanded by John N. Maffitt and later by Charles M. Morris, the Florida, along with several of her captures that were in turn commissioned Confederate cruisers, took about 60 prizes. She was captured by the U.S.S. Wachusett in the harbor of Bahia, Brazil in Oct., 1864. The most famous of the cruisers was the Alabama, also built at Liverpool in 1861-62. Under the command of Raphael Semmes she took almost 70 prizes. Her damage to U.S. shipping was valued at more than $6 million in the settlement of the Alabama claims. In a famous naval action off Cherbourg, France, on June 19, 1864, the Alabama was sunk by the U.S.S. Kearsarge. The Shenandoah, bought at London in 1864, was commanded by James I. Waddell. Many of her 38 prizes, principally Pacific whalers, were taken after the fall of the Confederacy, of which Waddell was not apprised until Aug., 1865. On returning to England the Shenandoah reverted to the United States. The indirect damage inflicted on the U.S. carrying trade by the cruisers had far more effect than the direct losses they caused. Insurance rates rose, and hundreds of ships transferred to foreign flags, especially to Great Britain's. Some historians have attributed the decline of the nation's merchant marine to the raiders.

Bibliography

See G. W. Dalzell, The Flight from the Flag (1940); M. Morgan, Dixie Raider (1948); E. Boykin, Ghost Ship of the Confederacy (1957); W. N. Still, Jr., Iron Afloat (1971).


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Games: Escape Velocity
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  • Release Date: May 05, 1996
  • Genre: Adventure
  • Style: Action/RPG Adventure

Game Description

Escape Velocity is a 2D space combat and trading game. You begin with nothing but your shuttlecraft and your wits, determined to make a name for yourself in the galaxy. There is no set path to success. You can carry cargo, hire yourself out as a mercenary, join either the Confederation or the Rebels or become a space pirate. Along the way, you'll be able to buy a better ship and upgrade various weapons and defenses.

The bulk of the game is played from within your ship. Control is designed to be simple with a keyboard-based setup that uses the arrow keys for movement. Combat is fast and can involve dozens of ships. You can hire (or capture) escorts which can make the more intense fights a little simpler.

All trading and outfitting is done on planets. Landing on one allows you access to the shipyards, outfitters, cargo suppliers and bars (where missions are issued). Planet-side, all of the action takes place in various dialog boxes, allowing you time to consider your purchases.

Since star systems can have up to four planets and there are dozens of systems in the galaxy, there are a large number of trading and exploration possibilities. Planning your route and knowing when to fight or run will help you survive and prosper.

Escape Velocity is developed and published as a shareware title by Ambrosia Software, Inc. and features elements of several genres including shooter, simulation, adventure and action.
~ Patrick Ziselberger, All Game Guide

Review: Overall

Escape Velocity is fast and fun. Dropped in the middle of a large galaxy with nothing but your wits and a shuttlecraft, you must make your fortune. The control setup isn't immediately obvious and it takes about 15 minutes to learn the controls the first time you play.

Since the starting shuttlecraft is unarmed and unarmored, it's an easy target. Dying many times at the start of the game is a bit frustrating and starting with a ship that can fight off the weakest enemies would be an improvement. Thankfully, it doesn't take more than a few cargo runs to earn enough money for a better ship. Once rid of the annoying shuttlecraft, the game becomes immensely enjoyable.

The game doesn't have a linear structure. You earn money by trading and then spend it on better ships, weapons and armor. Eventually, access is gained to special missions that are quite varied, ranging from hauling cargo to fighting off a pirate raid. Several missions are linked sequentially and feature mini-stories to complete. The variety of missions alone is enough to keep you glued to the game for weeks.

The game includes two main mission sets, one each for the Confederation and the Rebels, and by joining one side, you're limited to that mission set. Joining either side also gives you access to unique ships. Playing through the game twice, just so you can see what each side has to offer, is a good idea.

There are several nice touches within the game. Most of the planet names will be familiar to science fiction fans -- for instance, your pilot can visit Endor or Arrakis. There are also special ships named after some of the programmers and some of their favorite TV and movie stars. While this type of intrusion can be annoying, in the case of Escape Velocity it merely enhances the game's overall feel of campy fun.

A good balance is struck among the various ships. Smaller ships jump through hyperspace faster, making them better for "rush" cargo runs, while larger ships are slower but hold more and make better battleships. The type of game you're playing helps determine your choice of ships.

Unfortunately, there is no end to Escape Velocity. In theory, this sounds good and you decide the conditions for victory and play until you're satisfied. In reality, though, gameplay under this setup can become boring. Once your best pilot can win any fight, you have enough money to buy anything you want and all missions are complete, there really is no reason to keep playing.

This can result in a dissatisfied feeling when compared to similar games such as Sid Meier's Pirates! which ends with the retirement of your pirate. There, you get a final rating based on how well you played the game; Escape Velocity would benefit greatly from a similar scheme. As it is, the endings feel incomplete.

Overall, though, Escape Velocity is entertaining and fun enough to keep on your hard drive for some time. Gameplay is captivating and its open-ended nature provides for plenty of quality enjoyment.
~ Patrick Ziselberger, All Game Guide

Review: Enjoyment

The game pulls you in and won't let you go for weeks at a time. There is always something to do or somewhere to explore.
~ Patrick Ziselberger, All Game Guide

Review: Graphics

The ships and planets look good and the combat graphics are bright and very good. On-planet graphics are dull and lack variation.
~ Patrick Ziselberger, All Game Guide

Review: Sound

The opening music sets the mood for the entire game. In-game sounds are crisp and useful. Sound lets you know when an enemy is nearby and when a friendly ship hails you for communication.
~ Patrick Ziselberger, All Game Guide

Review: Replay Value

With two main storylines, you'll probably want to play through the game twice. Beyond that, though, there is no variation and replay value is limited.
~ Patrick Ziselberger, All Game Guide

Review: Documentation

The manual is thorough and structured to get you playing quickly. It also includes a story that doesn't add much and gives away one in-game surprise.
~ Patrick Ziselberger, All Game Guide

Production Credits

Created by: Matt Burch; Art: Matt Burch, Mark Lewis; Music: Killer Tracks, Ambrosia Labs
~ Eric Caroen, All Game Guide
Wikipedia: Escape Velocity (video game)
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Escape Velocity
Escape-Velocity-title.png
Developer(s) Ambrosia Software
Publisher(s) Ambrosia Software
Designer(s) Matt Burch
Version 1.0.5
Platform(s) Mac OS
Release date(s) 1996
Genre(s) space trading and combat simulator
Mode(s) single player

Escape Velocity is a single-player role-playing space trading and combat simulation computer game series first introduced in 1996 by Ambrosia Software for the Apple Macintosh. Two other similar games based on the original, EV Override and EV Nova, followed in 1998 and 2002 respectively. In addition there is a trading card game available based around the storyline of the EV Nova universe.

The series was created as a joint effort between several people and groups. Matt Burch programmed all three games in their entirety except for the registration system and various libraries. He also devised and created the scenario for the first game. Ambrosia Software, headed by Andrew Welch, managed marketing, registration, and distribution, as well as providing several external libraries used by the games. Early test versions of the game went by the name 'Merc' (short for 'mercenary'). Peter Cartwright wrote the scenario for EV Override and the Australian company ATMOS created the scenario of EV Nova; both originated as plug-ins for the preceding games before being picked up by Ambrosia as sequels. The fighter pilot voices in the original game were provided by Patrick Delahanty. A plug-in of additional phrases was also created and later included as part of EV Override.

Although speculation occurs quite frequently, the developers indicate that there are no plans for a fourth game in the Escape Velocity series. Similarly, the developers have not implemented multi-player and/or 3D version of any of the three games. In addition to the amount of work that would be required for the original developers to produce one, the developers believe that a multi-player or 3D version would not be compatible with the gameplay of the series.

Contents

Licensing and technical features

The first two Escape Velocity games are only available in their original forms for the Apple Macintosh and are Classic-only. EV Nova is a Carbon application and runs natively on both the original Mac OS and Mac OS X, and has been ported to Windows. A recently released version 1.1.0 is Universal Binary, and runs natively on Intel-based Macs. Adapted versions of the scenarios of the first two games that run natively in EV Nova are available for free.

This series follows the general licensing rule for Ambrosia Software. All three games are shareware. Ambrosia's shareware system allows most distribution of unregistered games. Copies of the first two Escape Velocity games will work without limitation for 30 days. Afterward, the player is simply reminded at startup that they have not registered, and told how many times they have run the game, as well as for how many hours it has been run. There is also the character called 'Cap'n Hector' (named after Ambrosia's mascot and office parrot) who reminds the player to register. During the trial this is done by flying by the player's ship and sending a message. After the trial period has expired, the character starts attacking the player, but in EV Override, Cap'n Hector also steals the player's credits. Players can not damage Cap'n Hector directly, though in the original game it was possible for splash damage to disable or destroy his ship.

An unregistered copy of EV Nova is more limited. In addition to the attacks by Cap'n Hector, certain ships and technologies cannot be obtained after the thirty-day trial ends, and even before then, the game's story lines stop about two thirds of the way through, and plug-ins are not supported. Once the game has been registered, Cap'n Hector and all of the other restrictions disappear from the game.

The entire series features a very open-ended plug-in architecture. This allows the scenarios to be completely rewritten or significantly added to by those in no way associated with Ambrosia in terms of graphics, plotline, ships, missions, etc. This technology is based on the Macintosh resource fork format, making it possible to develop plug-ins without using any purpose-designed editors (though several editors exist and are popular since they make the task much easier). Since Windows does not support resource forks and it is therefore impossible to preserve them when transferring files to Windows-based computers, an alternate format and a conversion system were devised for the Windows version of the game.

Gameplay

Most of the game takes place in a spaceship shown from a third-person overhead perspective. The player has the option of engaging in both combat and trade. Players fly around in one of hundreds of star systems, which are connected to each other by hyperlinks. A spaceship can move between star systems along the hyperlinks by engaging its hyperdrive. In Nova, wormholes or hypergates may also be utilized for instantaneous travel. In essence, it constitutes a two-dimensional version of Elite, albeit with scripted rather than procedurally generated content.

Most systems contain stellar objects such as planets and space stations. Players can land on these objects, where they may be given the option to trade, gain missions, and purchase new spaceships or add-on outfits for their current spaceship. Plotline is advanced through missions available from facilities on planets as well as NPCs flying through space.

The series prescribes very little limitation as to what the player can do. They can choose which missions to follow and which governments to form a good relationship with or to be entirely neutral. They can choose to be a trader or a mercenary or an asteroid miner among a number of things or a combination of several.

The three games are alike in gameplay only; the universe and plot are completely separate and unrelated between the releases. Each release's engine contains improvements on the previous version, although by far the most significant improvements were made in the third release.

Plots

The plot of the original Escape Velocity involves disputes between the Confederation government and a Rebellion against it. As noted earlier, the player may choose sides (or not) based on who they believe is right, who they believe is stronger, who they believe it is more profitable to support, or any other criteria.

The universe and plots of the second title, EV Override, are significantly larger and more complex. The major conflicts are between the humans of the United Earth colonies and the warlike Voinians to the galactic west. Also present are the Miranu, a nation of peaceful traders; the Emalgha, a primitive race also opposed to the Voinians; and the warring Strand races: the Igadzra, Zidagar, and Azdgari.

In the third title, EV Nova, there are six unique major factions with which the player may side, along with numerous smaller groups. These factions include the Bureau of Internal Investigation (part of the Federation), the Rebellion against this Bureau, the Heraan House of the Auroran Empire, the Polaris, the telepathic Vell-os, and the Association of Free Traders. See EV Nova for more information.

Governments

The Confederation is one of two main governments in the original game. According to the game, as humanity expanded into the Milky Way Galaxy, the new colonies operated independently of each other. However, an invasion by an unknown alien race forced the colonies to unify under Earth's leadership. This became known as the Confederation. The Confederation and the aliens fought a bloody war, with millions of humans being killed. Eventually the Confederation prevailed. At the start of the game, the Confederation and the Rebellion are locked in a bloody stalemate. The Confederation uses four ships in its military, namely the Confederate Patrol Ship, the Confederate Gunboat, the Confederate Frigate and the Confederate Cruiser.

The Rebellion is the other main government in Escape Velocity. According to the game, after winning the war with the aliens, the Confederation did not relinquish its naval power and began exploiting the resources of the outer worlds. Those worlds eventually seceded, provoking a civil war. The Rebellion is in turn criticised for its aggressive nature, support of quasi-criminal organisations, and attacks on civilian shipping and liners. The Rebellion uses four ships in their campaign against the Confederation, namely the Manta, the Rebel Destroyer, the Rebel Cruiser and the Escort Carrier, the last of which is seen only when the player is working for the Confederation.

The Cydonians of New Cydonia and Letheans of Lethe Prime occupy two systems in the galactic southeast of the galaxy and are also locked in a war over water rights at the start of the game; more specific information regarding the conflict is never provided. Both sides utilize the Defender, the Argosy, and the Corvette when fighting in space. The Cydonians also use the Lightning, whereas the Letheans supplement these ships with the Rapier.

The game also includes several trading corporations, including Starbound Shipping, Consolidated Express, and United Galactic Express. Starbound Shipping and United Galactic Express are both in direct (and sometimes violent) competition with Consolidated Express, and are therefore de facto allies. Astex Mining Corporation is a mining company that works exclusively for the Confederation, and as a result is often targeted by the Rebellion and its sympathizers.

The Artemis Group are a family run organisation devoted to eliminating pirates as well as ensure the galactic order remains balanced. They attempt to prevent either the Confederation or Rebellion from winning the civil war.

The starting planet, Levo, which is in a system by the same name, has a militia patrolling it to defend it from Pirates, though Pirates never appear in the system except when following the player because of valuable cargo in his possession.

There are a number of Pirates in the game, who immediately attempt to destroy any non-Pirate ship they spot, with the exception of the player once they have achieved a high combat rating. The Pirates do not plunder their targets due to limitations in the game; the player, however, is allowed to board ships, and may from there steal money, cargo, fuel, or ammunition, or attempt to capture the ship for use as their own or as an escort. In EV Nova, Pirates do board and plunder ships, including the player.

In-jokes and references to other science fiction

Escape Velocity is also notable for a very high number of jokes and references to other science fiction, including many references to Mystery Science Theater 3000. These include systems or planets named for figures or films from the show (e.g. Torgo Prime, Manos, Hodgson's World and several Gamera related star systems and planets. Furthermore, the game's easter eggs unlock a playing of the Joel era love theme, and cheat codes can unlock a playable version of the Satellite of Love and a superweapon called a forklift (a reference to an unusual scene in the Fugitive Alien episode.) There are references to other things as well, such as to Star Trek (e.g. Curzon and Jadzia), Frank Herbert's Dune, Bungie's Marathon. There are also quite a few references to The Hitchhiker's Guide to the Galaxy and its sequels, such as a planet named Beeblebrox in the Zaphod system, and even to Burch's alma mater Kansas University.

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