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		<updated>2026-11-14T12:16:59Z</updated>
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	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:11:47Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Modules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
==The repair Powerup/module==&lt;br /&gt;
&lt;br /&gt;
* '''You''' can do this to two, three or any number of team stuff with you.&lt;br /&gt;
For example four turrets or 6 teammates. I strongly suggest team chat to say to stop and let you repair him/her.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
A silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
Weapons at low energy:&lt;br /&gt;
* '''Phaser''' always fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer''' fires occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple''' fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst''' fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine''' plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug''' is the same as Mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
* '''Always'''_____Occasionally____________Sometimes____________Rarely&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None, only if destroyed&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:08:17Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
A silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
Weapons at low energy:&lt;br /&gt;
* '''Phaser''' always fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer''' fires occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple''' fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst''' fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine''' plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug''' is the same as Mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
* '''Always'''_____Occasionally____________Sometimes____________Rarely&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None, only if destroyed&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
A silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
Weapons at low energy:&lt;br /&gt;
* '''Phaser''' always fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer''' fires occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple''' fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst''' fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine''' plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug''' is the same as Mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
* '''Always'''_____Occasionally____________Sometimes____________Rarely&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:05:43Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
Weapons at low energy:&lt;br /&gt;
* '''Phaser''' always fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer''' fires occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple''' fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst''' fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine''' plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug''' is the same as Mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
* '''Always'''_____Occasionally____________Sometimes____________Rarely&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:04:37Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
Weapons at low energy:&lt;br /&gt;
* '''Phaser''' always fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer''' fires occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple''' fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst''' fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine''' plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug''' is the same as Mine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
* '''Always'''       Occasionally                 Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:02:03Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
Weapons at low energy:&lt;br /&gt;
* '''Phaser''' always fires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer''' fires occasionally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple''' fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst''' fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine''' plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug''' is the same as Mine.'''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T19:00:06Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Weapon at low energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Phaser always fires.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer fires occasionally.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple fires in the middle of occasionally and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst fires in the middle of Triple's range and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine plants in the middle of sometimes and rarely.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug is the same as Mine.'''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:59:34Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Weapon at low energy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Phaser always fires.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer fires occasionally.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Triple fires in the middle of occasionally and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Burst fires in the middle of Triple's range and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Mine plants in the middle of sometimes and rarely.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug is the same as Mine.'''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:58:59Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Weapon at low energy&lt;br /&gt;
&lt;br /&gt;
* '''Phaser always fires.'''&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer fires occasionally.'''&lt;br /&gt;
&lt;br /&gt;
* '''Triple fires in the middle of occasionally and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
* '''Burst fires in the middle of Triple's range and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
* '''Mine plants in the middle of sometimes and rarely.'''&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug is the same as Mine.'''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:58:37Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Weapon at low energy&lt;br /&gt;
* '''Phaser always fires.'''&lt;br /&gt;
&lt;br /&gt;
* '''Bouncer fires occasionally.'''&lt;br /&gt;
&lt;br /&gt;
* '''Triple fires in the middle of occasionally and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
* '''Burst fires in the middle of Triple's range and sometimes.'''&lt;br /&gt;
&lt;br /&gt;
* '''Mine plants in the middle of sometimes and rarely.'''&lt;br /&gt;
&lt;br /&gt;
* '''Spy Bug is the same as Mine.'''&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:57:01Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Weapon at low energy&lt;br /&gt;
* Phaser always fires.&lt;br /&gt;
&lt;br /&gt;
* Bouncer fires occasionally.&lt;br /&gt;
&lt;br /&gt;
* Triple fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
* Burst fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
* Mine plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
* Spy Bug is the same as Mine.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;Weapon at low energy&lt;br /&gt;
: Phaser always fires.&lt;br /&gt;
&lt;br /&gt;
: Bouncer fires occasionally.&lt;br /&gt;
&lt;br /&gt;
: Triple fires in the middle of occasionally and sometimes.&lt;br /&gt;
&lt;br /&gt;
: Burst fires in the middle of Triple's range and sometimes.&lt;br /&gt;
&lt;br /&gt;
: Mine plants in the middle of sometimes and rarely.&lt;br /&gt;
&lt;br /&gt;
: Spy Bug is the same as Mine.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;---------------------------------------------------------------------------------&lt;br /&gt;
Always              Occasionally                   Sometimes               Rarely&lt;br /&gt;
Phaser                Bouncer        Triple  Burst             Mine and Spy bug&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:48:15Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
(**) = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-08-17T18:47:39Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
In C-Map you can see the surroundings here.&lt;br /&gt;
&lt;br /&gt;
An silly (and sometimes never used) weapon is &amp;quot;Turret&amp;quot;.&lt;br /&gt;
Takes up NO ENERGY AT ALL. This is like a one shooter Triple.&lt;br /&gt;
&lt;br /&gt;
** = Multiple mines near each other form a chain that blows up each other in the chain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-07-15T22:45:22Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
(minor edit by LetsPlayMBP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% seen).&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
(chart by Flynn)&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-07-15T22:43:11Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
(minor edit by LetsPlayMBP)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
(chart by Flynn)&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-07-15T22:40:25Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;border:2px solid #00ff00;&amp;quot; align=center&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Description&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Destruction&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Energy Used&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Min Energy&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Phaser&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Simple, rapid fire, straight shot weapon&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;21%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;1%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Bouncer&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Like the phaser, except more energy usage, and it bounces off walls.  Powerful, but potentially dangerous to the shooter.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;15%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;5- 10%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Triple&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;14% (per projectile)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;10- 20%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Burst&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%(?)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Up to 50% (depends on distance)&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;75%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Spy Bug&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;color:#FF9900; border:1px solid #af5858;&amp;quot;&amp;gt;50-70%(?)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
(chart by Flynn)&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-07-10T03:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Hunters (going to be changed to Nexus) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
You get a flag and hold it to your goals/capture zones, where other players can steal it.  Your team will score every _ seconds you hold the flag. You can hold multiple flags if you have multiple capture zones, and each will score independently.&lt;br /&gt;
&lt;br /&gt;
=Hunters (going to be changed to Nexus)=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 10 points, the second 20, the third 30, and so on.  So the total value of capturing 5 flags together would be 50 + 40 + 30 + 20 + 10 = 150 points. The total of capturing 5 '''independently''' would be 10+10+10+10+10=50 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch (going to be changed to Bitmatch)=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Zap - Tag: Just like tag, but you have to actually '''zap a person''' to tag a person - or maybe called Zag or Bag (since it's Bitfighter.).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-07-10T03:10:35Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Hold the Flag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
You get a flag and hold it to your goals/capture zones, where other players can steal it.  Your team will score every _ seconds you hold the flag. You can hold multiple flags if you have multiple capture zones, and each will score independently.&lt;br /&gt;
&lt;br /&gt;
=Hunters (going to be changed to Nexus)=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 10 points, the second 20, the third 30, and so on.  So the total value of capturing 5 flags would be 50 + 40 + 30 + 20 + 10 = 150 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch (going to be changed to Bitmatch)=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Zap - Tag: Just like tag, but you have to actually '''zap a person''' to tag a person - or maybe called Zag or Bag (since it's Bitfighter.).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-06-21T16:22:26Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Hold the Flag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
You get a flag and hold it to your goals/capture zones. Once it is there, people can steal your flag. When the time is long enough and you have a flag, you recieve points. If you have 2 flags, 1 in a goal and 1 in another, you get 2 points. etc.&lt;br /&gt;
&lt;br /&gt;
=Hunters (going to be changed to Nexus)=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 10 points, the second 20, the third 30, and so on.  So the total value of capturing 5 flags would be 50 + 40 + 30 + 20 + 10 = 150 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch (going to be changed to Bitmatch)=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Zap - Tag: Just like tag, but you have to actually '''zap a person''' to tag a person - or maybe called Zag or Bag (since tis' bitfighter.).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)</id>
		<title>Ship configuration (weapons &amp; modules)</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Ship_configuration_(weapons_%26_modules)"/>
				<updated>2009-05-30T14:36:20Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each ship can be configured with 2 modules and 3 weapons.  The loadout select menuallows the player to choose a new ship loadout configuration.  This configuration will not become available until the player flies over a loadout zone.&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
Modules are special powers that can be activated by pressing the appropriate module activation key.  The modules are:&lt;br /&gt;
&lt;br /&gt;
* '''Boost:''' Lets the ship travel faster&lt;br /&gt;
* '''Shield:''' Creates a shield around the ship that reflects shots&lt;br /&gt;
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged&lt;br /&gt;
* '''Sensor:''' Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map.  Players with this module can build '''spy bugs'''.&lt;br /&gt;
* '''Cloak:''' Turns the ship invisible&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
* '''Phaser:''' Simple shoot-em-up weapon.  Uses little energy, does little damage.&lt;br /&gt;
* '''Bouncer:''' This weapon is like the phaser, but takes up more energy, but bounces off walls.&lt;br /&gt;
* '''Triple Fire:''' Takes up lots of your energy, and fires 3 shots at a time.&lt;br /&gt;
* '''Burster:''' Unlike other weapons, you can hit it, and gives an area of effect.&lt;br /&gt;
* '''Mine:''' Doesn't do a thing. Only shots when a weapon/ship hits it.&lt;br /&gt;
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.&lt;br /&gt;
It's like the mine. It's more powerful.&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-05-27T23:54:43Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Zapmatch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
=Hunters (going to be changed to Nexus)=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 10 points, the second 20, the third 30, and so on.  So the total value of capturing 5 flags would be 50 + 40 + 30 + 20 + 10 = 150 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch (going to be changed to Bitmatch)=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Zap - Tag: Just like tag, but you have to actually '''zap a person''' to tag a person - or maybe called Zag or Bag (since tis' bitfighter.).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-05-27T23:54:01Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Hunters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
=Hunters (going to be changed to Nexus)=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 10 points, the second 20, the third 30, and so on.  So the total value of capturing 5 flags would be 50 + 40 + 30 + 20 + 10 = 150 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Zap - Tag: Just like tag, but you have to actually '''zap a person''' to tag a person - or maybe called Zag or Bag (since tis' bitfighter.).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-05-27T23:52:48Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Types Wanted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
=Hunters=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 1 point, the second 2, the third 3, and so on.  So the total value of capturing 5 flags would be 5 + 4 + 3 + 2 + 1 = 15 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Zap - Tag: Just like tag, but you have to actually '''zap a person''' to tag a person - or maybe called Zag or Bag (since tis' bitfighter.).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-05-12T21:29:03Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Types Wanted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
=Hunters=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 1 point, the second 2, the third 3, and so on.  So the total value of capturing 5 flags would be 5 + 4 + 3 + 2 + 1 = 15 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not enemy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------&lt;br /&gt;
|Enemy                O           Your Side|&lt;br /&gt;
&lt;br /&gt;
And use enemy turrets for a side, not yours.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

	<entry>
		<id>http://bitfighter.org/wiki/index.php/Game_types</id>
		<title>Game types</title>
		<link rel="alternate" type="text/html" href="http://bitfighter.org/wiki/index.php/Game_types"/>
				<updated>2009-05-12T21:28:19Z</updated>
		
		<summary type="html">&lt;p&gt;LetsPlayMBP: /* Types Wanted */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several game types in Bitfighter.&lt;br /&gt;
&lt;br /&gt;
=Capture the flag=&lt;br /&gt;
Team game where the objective is to take the enemy's flag and return it to your flag.  Each capture earns your team one point.  Take care to defend your flag from the enemy -- you can only score if it is at home!&lt;br /&gt;
&lt;br /&gt;
=Soccer=&lt;br /&gt;
Team game where the objective is to move the ball into the opponent's goal.  The ball can be moved by pushing or shooting it.&lt;br /&gt;
&lt;br /&gt;
=Zone Control=&lt;br /&gt;
Team game with a single flag and multiple &amp;quot;capture zones.&amp;quot; The goal of the game is to capture all zones on the map by carrying the flag into them.  When a team captures a zone, they score a point.  If the capture zone was already owned by a different team, they lose a point.  If all the zones on the level are captured by a single team, they score a &amp;quot;touchdown&amp;quot;, and the zones and flag reset.&lt;br /&gt;
&lt;br /&gt;
=Retrieve=&lt;br /&gt;
In Retrieve, one or more flags are scattered throughout the level. Teams compete to bring these flags back to team-colored goal zones.  Each retrieved flag is worth one point.  When one team retrieves all the flags on the level, they keep the points for the flags, and the flags reset to their original locations.&lt;br /&gt;
&lt;br /&gt;
=Hold the Flag=&lt;br /&gt;
&lt;br /&gt;
=Hunters=&lt;br /&gt;
Solo game where the objective is to collect flags from other players and return them to the Nexus for points.  Each player starts with one flag, which they drop when zapped, and which can then be picked up by other players.  Scoring in Hunters is based on how many flags the player is carrying when they enter the Nexus, which only opens periodically.  The first flag is worth 1 point, the second 2, the third 3, and so on.  So the total value of capturing 5 flags would be 5 + 4 + 3 + 2 + 1 = 15 points.&lt;br /&gt;
&lt;br /&gt;
When the Nexus is closed, a timer in the lower right corner counts down to when it will next be open.&lt;br /&gt;
&lt;br /&gt;
=Rabbit=&lt;br /&gt;
Solo game with one flag that all players fight to control.  Players accumulate points by holding the flag, zapping the flag carrier, or zapping other players while holding the flag.&lt;br /&gt;
&lt;br /&gt;
=Zapmatch=&lt;br /&gt;
Solo or team game with the simple goal of killing as many opponents as possible.&lt;br /&gt;
&lt;br /&gt;
=Note=&lt;br /&gt;
Pay special attention to the triangular arrows around the edge of your screen -- these indicate the direction to specific game objectives, including flags, capture zones, and friendly or enemy flag carriers.&lt;br /&gt;
&lt;br /&gt;
=Types Wanted=&lt;br /&gt;
(edit to add yours)&amp;lt;br&amp;gt;&lt;br /&gt;
1. Tag: A random person is it to begin with, and all others will avoid the &amp;quot;it&amp;quot; person. Each person who is not it gains a point each 2 seconds. When tagged, that one will be it. Everyone can shoot, but the person it can't. However, modules can be used. The person &amp;quot;it&amp;quot; will have a ball on the tip and can be zapped back to a spawn. Winner(s) will stop the game and move to another.&lt;br /&gt;
&lt;br /&gt;
2. Oppo-Soccer: It's soccer, but you want the ball IN your zone, not ememy zone.&lt;br /&gt;
&lt;br /&gt;
O = ball&lt;br /&gt;
_ or - = wall&lt;br /&gt;
&lt;br /&gt;
--------------------------------------------&lt;br /&gt;
|Enemy                O           Your Side|&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>LetsPlayMBP</name></author>	</entry>

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