Thanks for taking the time to read the manual, and getting to know Cosmos Master a little more. I have personally put quite a lot of effort into this game, as have every other member of our ever-changing team. This game has proven to be quite existential to us; testing us to our core through our strength of will, determination and just pure dumb luck. Through this, we hope to achieve a higher level of gaming for Second Life™ Residents and their communities. In many ways this game has been a proof of concept to a means of more accessible gaming, of which has largely been unseen in the public eye, until now.

Using our SRT (Special Render Technology), we have fully integrated the game into a manner which may only cost ~1 prim. This is including all units, buildings, resources, and any effects that may take place within the entirety of any given solar system; and yes, this includes space. In a truly immersive, demonstrable way we have brought the gaming experience to a whole new level: true accessibility. Without giving anything else away regarding the technology itself, we are incredibly pleased to say it is not only convincing, but oddly thrilling to play this game from a third party perspective.

Now without further adieu, I give to you the Cosmos Master Official Game Manual.

~Alduous McBurlington

Welcome,

In the following chapters we hope to enlighten the reader with vital information regarding the game, basic back-story (more plot can be found at http://www.cosmosmaster.com/), simple instructions regarding space, battle, mercenary (unit) management, crafting and simple strategy to help you get going.

The Induction page is more geared toward the player who is fairly new and doesn’t really have much aim as to where their skills may be best utilized; it is a section for noobs. After that, the Institution chapter covers actions regarding crafting items, things to know about it, and tips for the newbie and pro alike. The Interface chapter covers the things-to-know about your hud system and menu. It will go through the available options for each page, as well as some how-to’s and F.A.Q.’s. The Interaction chapter is more about how you as a player interact within our vast universe that is the Cosmos; this includes (but is in no way limited to) gathering resources from the atmosphere of some planets, hiring and ordering mercenaries from the inner atmosphere to gather them for you, traveling through space, as well as things to know about health, fuel, pvp, and the like. Naturally the Investment chapter covers monetary subjects such as buying and selling on the Galactic Trade (marketplace), producing new items and selling them for profit, as well as creating an established business (but see the Institution chapter for production specific information). The chapter about Intuition is arguably the most favourable of the chapters, as it gives a few neat tips and tricks for managing your units and how one might simply ‘plan ahead’ of a given scenario.

If you have any comments, complaints or questions, feel free to send a notecard titled “Comment for Cosmos Master”, “Complaint about Cosmos Master” or “Question Regarding Cosmos Master” with the appropriate information listed inside the notecard. It will be read and timely responded to.

As someone new, you need to know the basics. Here, we are going to cover some prerequisite questions for what you are likely to encounter in the other chapters, and in the game, from the ground up. Strap in.

What is Cosmos Master, and why am I reading this novel just to play the game?

Cosmos Master is literally a universe within worlds. It takes place not just within your own avatar, but within the world around you as well. As such, it is incredibly intricate albeit very worthwhile for the same reasons Second Life™ is; you can make new friends of like minds, make real money, play an MMO-RTS-RCE-RPG with a gigantic community (and growing fast), and well as hone your predictive/reactive skills in our fairly realistic, but not too realistic, combat situations.

How can I get started?

Alpha: You must first apply at http://tinyurl.com/cosmosMasterAlpha
Beta: Simply go to the Cosmos Master home-parcel
Release:

Can I really make money?

Yes and no. Are you interested in playing for an hour or two and earning thousands of dollars? Then it’s probably not for you. Do you like the idea of making as much as, if not more, than many other SL jobs? Then you’ve come to the right place; Cosmos Master provides easy access to making money in a facet of 3 lucrative ways, all of which are covered in the ‘Investment’ chapter.

What do I do once I have the HUD?

Once you have the HUD, simply double click it to wear it. Due to its very large prim count, it may take a few moments to actually attach it all. After it is attached, you will see a loading screen as the game begins to ‘BOOT’ (don’t worry, it only needs to ‘BOOT’ once per person, and only the first time you wear it for optimization purposes). After it has finished loading, the screen should vanish revealing the Cosmos Master HUD itself. You will notice a couple of things about it that are covered below:

– There is probably no information being displayed on it, aside from the few buttons listed on the right side. This is because you are not interacting with anything in game yet, so there is no information to be displayed. Clicking the ‘MENU’ button will bring up your Menu where you can view your management tabs. Here you will see: Production (for crafting items), Structures (for viewing positioning information about your mercenaries), Technology (for managing your talents, which you earn ‘Skill Points’ for as you level by completing tasks for experience), Cosmos (which allows you to enter your pilot’s nest and begin cruising through space via a chosen system’s location), and the Galactic Trade (which is a menu in and of itself, listing relevant marketplace information). All of these are dealt with in-depth in the Interaction chapter.

-Clicking another avatar’s ship or something in-game will fill your HUD with its information as well. This aspect closely resembles many common RPG/RTS’s for their combat/targeting systems.
-On the left side of your HUD too, inside a rotating circle, you will find your ship type displayed for quick reference in combat and other reactionary situations. It’s also nice to know the name off-hand without having to look it up.
.-While you are in-game (in space or within the inner atmosphere of a planet) you will see information update visually. Do not be alarmed by any delay you see after entering as there can be light-significant delay depending on the state of the current sim you’re occupying. If it becomes unbearable, we also have several suggestions listed in the Intuition and Interaction chapters regarding Lag.

-If you are having trouble crafting an item or with the system itself, you have two subtle options: either review the Institution chapter within this manual, or you can visit the wiki for recipes and other relevant information (and much more) at http://www.

In this chapter we will cover the way with you as a player interacts with the game itself. Due to technicalities, everything you see within the game itself is classified as an ‘interface element’. Within it you will be able to do everything the game is intended to do; you may gather, refine, craft, battle, market, and weave your way through the diplomatics each and every sim will be split by. Because each element is, however, not by nature ‘Interactive’, here we will be covering the brunt if the ‘Menu’ and practically stationary elements the user might know also as a ‘HUD’. More information on the game play and aspects of this nature is to be found in the next chapter regarding ‘Interaction’.

The Menu has five pages, all of which display vital information the player would not do without. This is a good example of our intentions; simplify and provide the highest quality of the minimum requirements. As such, each page is crucial and signifies the piece of the game itself, whether to provide a true ‘Interface’ or simply to display information. The pages are ‘Production’, ‘Structures’, ‘Technology’, ‘Cosmos’ and the ‘Galactic Trade'; all of which are summed up well by their title. In order, we go through them for you; view below.

Production Page

This page is the starting point whence you’ve gathered your first few Xendorium to sell on the ‘Galactic Trade’. After receiving your first few Naldens (Cosmos Master Currency, N£) you are able to craft anything for which you’ve bought the ingredients for, and/or have stashed in your ship’s inventory. Viewing each item is simple: click the large arrow buttons to change which recipe you would like to see, and for the items that contain more than the displayed number(if there are any yet), the smaller buttons at the bottom of the page may be used to access the remaining information (acting as ‘sub-pages’). To produce an item, click the large icon which display the item you wish to produce. If you would, however, prefer to get more information about a particular ingredient you may click it and you will be sent to the relevant ‘Production’ page to see its information instead.

Structures Page

Here is where you can find your babies: the motherload. Where you stashed that 10,000 Xen, which of course you don’t want to lose track of. That’s right, we remember that stuff for you. On this page, and much like the production page, it displays information regarding the type of unit/building/turret you are looking for. Cycling through the types is similar to switching between recipes in the ‘Production’ page in that you click the larger buttons next to the displayed object. To view the remaining units/buildings/turrets that you have of the currently displayed type, click the smaller buttons at the bottom of the page to cycle through the ‘sub-pages’. Each item will have the name of the planet which it is on listed, as well as tell you the SLurl upon clicking. Throughout these ‘sub-pages’ you may click on any unit/building/turret for which you are concerned about, and you will be prompted to be teleported to the system which it names.

Technology Page

Tired of MMO’s that don’t have the RPG left in ‘em? Are you down because no good RTS has any MMO or RPG aspect, let alone in Second Life(?) Consider checking out our ‘Technology’ page for ways to upgrade your ship, your units, buildings, turrets, mercantile abilities, health and more. Here you can progressively unlock what are otherwise known in many RPG’s as ‘Talents’, enhancing your gameplay just for playing. Clicking any ‘Talent’ while you have a ‘Skill Point’ will add a point to it, increasing its potency. One thing to be noted here: there are no maximum levels to any skill, nor to we currently have any plans to implement any. This simply limits progress, and directly affects long-term players. And so as an example, we wanted this page to be a thank you from us to hopefully show our commitment to the committed players; not only are things like reducing your ‘Galactic Trade’ fees and decreasing your refine time in there, but pretty much every talent applies to you in some way, and so it’s up to you to figure out how those work best, with you.

Cosmos Page

This page has one simple purpose: to get you there. Here, you will find information about any specific system and its accessible planets. And with the type of planet being the determining factor for which resources may be gathered from it, that’s some pretty good-to-know info before you’ve even left the station. To cycle through random systems, simply click the large arrows beside the sun icons. When you’ve chosen a system you would like to travel to, click the large arrow button located in the top right corner of the page and you will be prompted to teleport and enter space immediately. For more information regarding this transition, see the ‘Interaction’ chapter below.

Galactic Trade Page

For information about the ‘Galactic Trade’ specifically, see http://www.

While this section is consequently demanded to explain the details of how you, the player, might interact with the game features themselves, it should be swiftly noted that everything you do within the game is an ‘Interaction’ of some sort. Everything you do, like reality, has a consequence and nearly everything is dynamic and prone to change. Because of this, we are going to cover 3 aspects of the game in separate stages in hopes to alleviate some of this potential confusion.

Menu Interaction

As covered briefly in the ‘Interface’ chapter, this is the part of the game which is mostly for informational/referential purposes. Because of this, there are few details that the reader might find enlightening which we could share with you in detail here, so if this is a part of the game you are experiencing trouble with, please contact our support staff and/or review the wiki for more information.

Game-Object Interaction

As you may or may not have noticed, Cosmos Master is a unique game; while it is fully able to display game information on-screen in a real-time environment, it is also performing a very intriguing sequence of actions as a result. While much of what you see may appear slightly sluggish, it is mostly due to a single second delay between server ping and the HUD itself which prevents things like cheating and exploitation (as it verifies all actions before/after they are taken), but also helps to prevent against things like DDoS attacks and other traffic issues which may result. Because of this fluid ‘delay’, each player is actually viewing the game at the same time as every other player. WIth that noted, let’s get on to doing stuff.

Space

Navigating through your ‘Cosmos’ page and selecting a system will take you to space. Here, there may be a few moments of loading to accommodate sim performance and optimize for its state while gathering the current environment. Once finished, you will be able to see the stars; here you will likely be near a star of some sort, with a portal in sight. That portal was you exit, and entrance if you choose it to be (though not necessary as every ship comes with an Instantaneous Transmission Device which is accessed through the ‘Cosmos’ page). Looking away from your current system’s star you will find a green, glowing planet. This is a Xendorium planet, the first in the series of planets to be implemented, and you are able to freely collect from it whether in space or simply ‘In-Sim’ by clicking a Xen resource (see ‘In-Sim’ section). Other planets, however, are not so friendly nor uninhabitable, and are home to mercenaries within what have been deemed to be ‘Safe Zones’, and are, in terms of an RTS, your map(see ‘Planets’ section). In space you will use fuel, which is made of Xendorium but requires a refinery to make yourself, and thus buying it on the ‘Galactic Trade’ is the only way for a new player to access more of it, so do not waste your time in space without a hefty amount of fuel. Otherwise prepare yourself with an inventory full of Xen and plan to make a few long-term stops (see the ‘Intuition’ chapter for more on this topic). To enter a planet’s atmosphere, and by proxy enter ‘RTS Mode’, aim your ship in the planet’s direction and accelerate toward it until you receive a prompt.

RTS Mode

This is where a lot of the action happens. Upon entering a planet’s atmosphere from ‘Space’, you will see a large building much larger than any other potential comparisons; this is a Command Center and is where you will hire mercenaries to carry out your orders. Because at no time is your ship equipped to land, as it is a space-faring vehicle alone, you must construct a large-wave teleporter to transport your resources/materials up to you. To build a building/turret, click a mercenary and ALT+CLICK to the position you which him to move. Then, click on the ‘Build’ tab in your bottom-right ‘Menu’ option (while you have him targeted) and select the building you wish to build. If you have enough of each required ingredient to build your selection, your mercenary will begin building (note that his build time is a direct reflection of a related ‘Technology’ ‘Talent’. If you have built a building which may in turn produce vehicles for your mercenaries, much in the way you made the building are you to make the vehicle. Firstly, you must have enough of the appropriate ingredients in your ship’s inventory for the selected vehicle; secondly, you must be of the appropriate level to assemble the selected vehicle (the same going for buildings and turrets). To select multiple minions of the same type (building!=turret), click them while holding down the ‘C’ key on your keyboard. They should all be selected, and will be available for only a select few group options (via your bottom right ‘Menu’ buttons).

Multiplayer

Our favourite aspect of Cosmos Master is hands down the multiplayer aspect of it. Not only is a player able to communicate and do business with others, but they are also able to do battle with them in a couple ways. The first way is to be covered here, and the second is covered on its own within the ‘In-Sim Interaction’ section. Within the span of multiplayer ‘Interaction’, highlighting any unit/building/turret (in ‘RTS Mode’) will allow the opportunity to do a few things; you may buy the unit which is targeted (if it is for sale by the owner), you may choose to open a trade with the player directly (pending online status), and you may also view relevant information regarding the game-object itself. Targeting a game-object that you own will give you many options, but among them you will find things like “ATTCK”, and “MINE”. Depending on the type of object selected you may also have the option to set it up for sale for a price you determine; there is a small fee for selling game-objects, however, but only deducts a % from a sale, and so it does not cost anything to place it up for sale. If you wish to attack another players game-object with one of your own, click which has the “ATTCK” option and hit said button. Then, click the game-object which you would like to attack, and it will chase/attack the chosen target from then on (until you target something else/move game-object/press the “STOP” button. Selecting multiple targets of the same type is easy; just hold the “C” button on your keyboard as you target them. Any common actions they might perform as a group will be listed on the bottom right ‘Menu’ buttons. Targeting a building which refines/produces units will also, upon being clicked, display the options which the player can then choose from. Some will be able to refine resources into materials, and some will be able to craft other units with the aid of materials/items from your inventory. Due to the limits of gravity and our current technological advancement at the moment, objects may be dropped instantly from the ship to the planets surface with incredible accuracy, but taking resources/materials/items from a planet’s surface requires a ‘Large Wave Teleporter’ to transport things to your ship’s inventory. This requires it to be built, at a fairly minimum cost. Most others are self explanatory, and should you become confused about anything in particular with regard to ‘RTS Mode’ s multiplayer options, please consult the wiki for more in-depth information.

In-Sim Interaction

Within the confines of Cosmos Master there are two direct facets which a player may ‘play’ parts of the game. It consists of the ‘RTS Mode’ covered above, and the part which it lightly touches on: your ship. Your ship is an invaluable tool, and no Initiate or Cosmos Master can do without it outside the ‘Space Station'; it is what you gather Xendorium with (from a resource placed ‘In-Sim’ which you will find scattered about a growing number of parcels), what you use to do ship-to-ship pvp with, what carries you through ‘Space’ to your destinations abroad and that which allows you to enter the inner atmosphere of most planets to communicate with and order your mercenaries. This ship is the metaphorical body of the game which connects to the server that in this case, may be considered the mind. Everything you do relies on your ship, and should you detach it you will find yourself having a very little number of options, especially should it be a time-related one. As covered in the ‘Cosmos Page’ section regarded in the ‘Interface’ chapter, upon arriving at the new sim destination you will immediately enter your ship and see through the eyes of your initiate; at this point, you have entered ‘Space’ and are not technically apart of the ‘In-Sim’ portion of the game. If you wish to rejoin the ‘In-Sim’ portion, simply teleport to your systems nearest teleporter and you will have the option to teleport to the ‘Space Station’ or to leave your initiate’s viewpoint; choosing to leave their viewpoint will result in you gaining ordinary perspective of the parcel you are in, and allow you to see the ‘In-Sim’ aspects of the game once more. Clicking any resource besides Xendorium will prompt you to travel into space, from where you will have to fly from the systems star to the planet’s destination (in ‘Space’). There will be a waypoint tracking system which will direct you toward the planet which you have targeted, to which you follow through ‘Space’ to arrive at your chosen destination, for which you are able to activate ‘RTS Mode’). If you have any more questions that have not been answered about the ‘Interaction’ chapter, please consult the wiki for more details.

In this chapter we are going to take quite a bit of time and explain some key features about the economy that hopefully new and seasoned players might take something away from. Here we will discuss ways to optimize your Naldens, resources, materials, items as well as ‘RTS Mode’ game-objects to make money. We understand that many players are simply playing to make some money, which is of course ok, and so we wanted to balance it out to accommodate those who might be in it for the cash, as well as fans of the genre itself; and with that let’s begin onnour business models (and currency) so as to get a good idea the spectrum of jobs we see within the game to consider the following information more concretely.

Naldens

Naldens are our currency; with it you can buy almost anything from materials to various items, from ‘RTS Mode’ game-objects to the foundational resources themselves. Naldens are a special type of currency much like the ‘Linden’ dollar, in that it make be cashed out for equivalent denominations of money. Naldens themselves may only ever be converted to and from Linden Dollars (L$) so as to provide Second Life™ with its due royalties for allotting us the opportunity to access this wonderful achievement through it. In this way, a player may, if they wish, to convert their Naldens into Linden Dollars directly, and withdraw it to their avatar’s wallet; naturally, the same can be done of Linden Dollars and their Nalden wallet. Something to consider when making your conversion between the two currencies is that, much like the real like market and Linden Dollars, it is prone to change due to a number of factors covered below:

~Should, at any time, Cosmos Master be incidentally closed -temporarily or otherwise- we reserve the right to distribute or withhold all transactions to and from its servers. Sounds classic right? Here’s why: because the game relies on a real cash economy, and because there is a fine line for stability within this environment, it is of course possible for any currency to obtain a negative value. By this, we mean that the total amount that one might ‘own’ may be exponentially superseded by the exchanged currency’s value (in this case Linden Dollars, and in turn any currency one might buy Linden Dollars with). In this instance, we may see a case of what many in the ‘Western Hemisphere’ know to be a ‘Depression’. To avoid this, and the potential loss of innumerable sums, we must reserve the right to close all transactions at any moment, on discretionary terms. Unfortunately, you’re just going to have to trust us on this one.

~Since (as mentioned above) currencies of all kinds may change, influencing the USD -and as a result the Linden Dollar- value, trade items are subject to change as players experience these changes. We do not, however, govern these transactions in any way beyond default values; instead we denote a percentage of all ‘transactions’ to what is otherwise known as a ‘fee’. This ‘fee’ can be seen on anything regarding Nalden ‘transactions’, except when exchanging between Linden Dollars. This is to directly encourage prosperity among the low-earners as well as allow peace of mind to any potential ‘Invester’. Again, should at any time you wish to ‘Withdraw’ the Nalden balance currently in your wallet, you will not be charged a ‘fee’.

~

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