109 lines
6.3 KiB
Plaintext
109 lines
6.3 KiB
Plaintext
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<EFBFBD> Area: TRADEWARS DI <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Msg#: 16 Rec'd Date: 03-05-94 20:05
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From: Stephen Whitis @1:124/211 Read: Yes Replied: No
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To: All @1:124/3114*4 Mark:
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Subj: 1.03D NP INFO #3 3/4/94
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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The most important advice I could give to an inexperienced player is to
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read the FIDO-Tradewars echo every day.
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Get a copy of TWAssist, TWView or a similar utility and use them. You
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can't be competitive in a quality game without them. These are utilities
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which parse out the ton of information you get in the game and make it
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useful. While you are looking, keep an eye out for other player
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utilities, and TWTIPS12, a collection of tips for players.
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These suggestions are by no means definitive. But the information here
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will get you off to a good start. Save a copy to refer back to later.
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If possible, try to join a game that hasn't been going long. A game
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that's been around for awhile is hard (or impossible) to succeed in if the
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players who were in it at the beginning are any good at all. You might
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learn some things in that situation (that's how I started) but to win, you
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really need to get in near the begining and play every day.
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DON'T SELF-DESTRUCT! There is always a better solution. You don't get to
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start from scratch if you self destruct, and you'll have to sit out of the
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game for two days, so it's not worth it. If you don't know where stardock
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is, and get stuck in an escape pod, attack a port at the end of your turns
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for the day. The next day, you'll start in a scout.
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DON'T ATTACK ALIENS OR FERRENGI! They are a distraction. Attacking, or
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running from Ferrengi ships will put a grudge against you, and you will
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probably regret it later.
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Don't give up. Everyone gets blown up from time to time, and when you are
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learning the game, it can happen quite often. Learn from each mistake,
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ask questions, read the FIDO-TW echo, and come back for revenge!
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The docs are available throught he game, at the main menu, and some sysops
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have them available for DL. Capture them, read them. But beware that the
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docs are sometimes wrong or intentionaly misleading.
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Fedspace includes sectors 1-10 and the sector with Stardock. No other
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sectors are fedspace, regardless of the fact that someone may have created
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a beacon which claims a sector is fedspace.
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The first day you play, your #1 goal is to find the stardock. Use the V
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command at the main menu to see if it's listed. If not, run FINDSGA
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(distributed as part of TWUTIL10.*), a utility written by Joel Downer
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which often helps locate it. If that doesn't work, try posting a public
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msg asking for the location (or private messages to traders in any ship
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other than an escape pod or the default merchant ship. Players in scouts
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may have gotten them due to getting an escape pod blown up.) Warping over
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long distances, with ANSI on so you can tell which sectors you haven't
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visited yet, will usually help you find it, as it usually has one or two
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warps in and five or six warps out, and that makes for a fairly
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high-traffic sector. If you have to look for it this way, the sectors you
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explore will be useful later, and perhaps you'll find some good trade
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pairs. Don't explore randomly. Turn on ANSI, and travel down long paths
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with lots of red (unexplored) sectors using the autowarp.
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As soon as you locate the Stardock, trade in your ship for a scout. It
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won't have a lot of holds, fighters, or shields, but it has a high turn
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ratio. If you drop your fighters in the sector just outside the sector
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containing stardock, you can pick them up after trading ships. Fighters
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don't have much trade in value, so that saves you some money.
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Buy a scout (for the high turn rate), maximum holds (25), and you can
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probably afford a density scanner, which is worth the money. Don't buy
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anything else the first time you are there unless you've already been
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trading while you hunted for stardock. Try to put a little money in the
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bank on stardock, for emergency use. Eventually, have 100,000 there.
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If you are planning on playing Evil (recommended) then find a port which
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will buy Equipment and sell Fuel and Organics. You want it to be adjacent
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to a port which does the opposite (sells Equipment, buys Fuel and
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Organics.) Trade at these ports, and at the port which sells
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Fuel/Organics, use half of your holds for one, half for the other. Always
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bargain prices, and you should be able to get 2 experience points each
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time you make a deal. That will raise your experience pretty fast (it's
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called triple-trading, since you trade three types of equipment during
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each set.) You need experience to be able to Steal effectively, so triple
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trading can help you get that experience. You can triple trade whether
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you are evil or not. It takes some practice to get 2 pts per trade
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regularly, especially in a scout with max 25 holds, but it's worth it.
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The density scanner can help you avoid traps, stumbling into Ferrengal
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(which will be protected with mines and fighters), and find ports. When
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you are looking for a trade-pair, and you are in a sector with a port,
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density scanning can tell you which adjacent sectors have ports. That
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way, you are more likely to move into the sectors with ports (making it
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possible to find trade pairs) than to move into sectors with no ports.
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And the density scanner can help you avoid dead-ends, thereby saving you
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two turns. (Hoard turns!)
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Use the V command at the main command prompt. If ships are allowed to
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stay in FedSpace overnight, then plan on using FedSpace until either you
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turn evil or (if planning on staying good) you can afford to cloak
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nightly. You will be protected there if you have 0 or higher alignment,
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under 1000 experience, and less than 50 fighters. Until you go evil,
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FedSpace is your safe haven when you aren't playing. Just save your money,
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don't buy a lot of fighters and shields. If the ferrengi want to rob you,
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let them. You do want to buy holds, though.
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-!-
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* MegaMail 2.10 #0:Start a download. Get a beer. Multitasking!
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-!- FidoPCB v1.5 beta-'g'
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! Origin: Lunatic Fringe * Richardson,TX * 214-235-5288 * (1:124/2113)
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