100 lines
5.8 KiB
Plaintext
100 lines
5.8 KiB
Plaintext
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Ä Area: TRADEWARS DI ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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Msg#: 17 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 #4 3/4/94
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ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
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In the early part of a game, when you are using Fedspace for protection,
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you can drop extra fighters (over the 50 ftr limit) in a sector outside of
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fedspace, to pick up later. Someone *may* kill them, and if you leave
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them in a major space lane (such as the route to Stardock from Terra and
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back) the feds will remove them. But it's an option I find useful.
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Don't go evil until your experience is at least 375-400. Then you can
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jettison colonists or post bounty's in the underground to turn evil. You
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need to have a -100 or less alignment to Rob/Steal. Some players prefer
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to keep trading (or triple-trading) until their experience is much
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higher, say over 1050, so they can steal-sell 70 holds in a starmaster.
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Once you've turned evil, FedSpace isn't going to protect you, so start
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cloaking every night. (In some games it may not be needed, but in
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general, plan on it. Once you start running a Steal/Trade system, you can
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easily afford it.) If you divide your experience by 20, you have a good
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idea of how many holds of equipment you can steal without getting caught.
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Exp / 15 is a little more risky, but still pretty safe. Regardless, there
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is *always* a chance of getting busted. If necessary you can steal
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equipment several times to fill your holds, and sell it all at once.
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To run the Steal-Sell loop, start with equipment in all of your holds. Go
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to a port which buys equipment. Sell your equipment. Steal equipment
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(5%-6.6% of your experience or so) until your holds are full. Sell it
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again. Just keep doing that, and always bargain prices. Your experience
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will go up as you do this, so eventually you will be able to steal more at
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a time. Five point trading means selling your equipment for 100% best
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price every time. It's maximum profit, and raises your experience five
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points each time you sell, so it's worthwhile. It will be explained
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elsewhere in the FAQ.
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I keep using the scout until I have enought experience to steal 70-85
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holds at a time safely, and then move to another ship. Usually your
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choice is between a starmaster and a corp. flagship, if you are head of a
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corporation. If not, the starmaster is almost always the best ship. For
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advanced players, the evil ISS is the way to go.
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Whenever you buy a new ship, you should have enough money to buy the ship,
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maximum holds, a new density scanner (or holo scanner), and a cloak.
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Otherwise, you should probably stay in the ship you are already in a
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little longer (unless it's an escape pod. Never stay in an escape pod.
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You can trade it in for a scout right away, and you should.)
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When you buy a ship you plan to keep for awhile, buy a holo-scanner.
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Cloaks don't fail unless an external utility is causing them to, and you
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should cloak nightly unless you qualify for fedspace. Even in games where
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cloaks do fail based on a low %, use the cloaks. But if they can fail,
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you may want to move to a dead end to cloak.
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Use the density scanner any time you are moving to a sector you haven't
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visited, and use it when the surrounding sectors are unexplored. It will
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tell you when a port is adjacent, and help locate dead ends, planets, and
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other ships.
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If you (or a corp. member) plan on using a ship with transwarp you should
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drop single fighters regularly. Especially in dead ends, where they will
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tend to survive longer. These fighters will also slow your opponents who
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try to Eprobe to explore. I drop them even when I don't plan on using a
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ship with Twarp capability.
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Once you've located stardock, don't use a lot of turns exploring. 95% of
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the time (or more) you want to be making money with your turns. This is
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very basic, but many players use turns warping around, chasing aliens, or
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being sidetracked by Ferrengi. Use your turns to make money. To explore,
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spend money on Etherprobes and use them.
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The database utilities will allow you to get a list of sectors which not
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only have you not explored, but which no sector you *have* explored has a
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warp to. By eprobing these sectors, you will gain info on at least two
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sectors. If you use the computer F command with ANSI on, you can look for
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paths with lots of unexplored sectors, which is useful mainly in the early
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stages of the game when you haven't explored very much.
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In a corporation, usually only one person needs to do much exploring...
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The other players just make money. Eventually, you'll need that money!
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Your long term goal is to develop a well defended planet, while keeping
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your opponents from doing the same. Ideally, your planet will be shield
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bugged. In games where shield bug isn't allowed, you want max shields and
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32,000 fighters on the planet. With a well defended planet, you can stock
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money in the citadel, which will gain 4% interest a day. When that amount
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is high enough, no one without a similar source of income will be able to
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harm you. If you can shield bug a planet, you probably only need 1. If
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you can't, you may need a few, but most player build more planets than
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they need, and as a planet is partially developed, it's high-risk. An
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opponent may steal a level-4 planet, Twarp it away, and then all your work
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is in their hands...
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-!-
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* MegaMail 2.10 #0:Semper ubi, sub ubi : Always where under where.
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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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