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Game Play's Archives
Cheap Shots
Over the many years that I have played Trade Wars, I have used tactics that have made other players absolutely furious. I’ve had them call me cheater, liar, bug user, and even a downright asshole. But oh well huh?
Now in my own enemy’s defense, I can see how some of these low-blow tactics of mine can cause anyone but a total expert to go hysterical. They don’t know how I do it, so natural logic would suggest foul play. But it isn’t….. here are the tricks that I have used, and have held in such secret that only now have I decided to share them…..
The Tricks
Corbomite, Death at a Discount – One of the greatest things about Trade Wars is corbomite. If you are known to carry it, other players will always think twice about poppin’ you. The disadvantage of corbomite would be if you got your ship captured with lots of corbo on it, because that is going to translate into bonus wealth for the player who sells your ship. But there is a way to use corbomite effectively without having too much risk of being captured and still getting all the benefit of blowing your enemy to hell with little money.
Ok, so here you found an easy target…it’s that damn evil guy who has eluded you for weeks! |
Adrenaline is flowing, your heart is pumping like mad!!! |
I GOT HIM!!!!DAMN!!!
!@#$#$!!! |
Here we have AlcaPhunK tricking the ISS-armed trader into firing on him. There are several things that the evil player did before provoking an attack. First, the Colonial Transport was armed with an odd number of fighters and shields. There is a reason for this. This makes it hard for capture-savvy players to quickly calculate what it takes to capture the ship in one to two shots. Second, the evil player is flying around in a ship that is too big for his experience. This is to make the good guy think he is somewhat ignorant of the game and would be an easy target.
It takes 1.5 million credits to buy 1500 corbomite, which in turn does 30,000 battle points of damage to any ship. 1.5 million would buy only 7500 fighters, and 7500 would never outgun 23K+, so this was a good buy.
ADVANCED – A few things to note. First is that if the good guy were to try and capture your ship, the way to make capturing backfire is to power-up your own weapons and let them rip. Macros would be best, rapidly pound on a macro that would launch 20 at a time, for example. If the good guy sets to capture a ship armed with 156 when he starts to attack, but the ships ends up with only 20 by the time he finally launches…guess what? BOOM! Second, if possible, designate a corp member to your corp’s “pod clean-up crew” and have him waiting nearby. After the good guy is turned to total nav haz, lock on a twarp tow and get the hell out.
The Name Game – One of the easiest tricks to pull off is duplicating names of planets, ports, even players (more on this later). If you have an armada of planets that are named the same, it wreaks havoc on an opposing enemy’s strategy.
So you scan and this is what you see..easy enough, right? Two Mountainous planets, so their quasar blasts would sure to be run down and out soon enough…. |
Wrong. What if you wore the planets down until they started blasting for 30 damage points? Then what if you warped in and got HAMMERED anyways?!?!
Ouch! This doesn’t make sense, how can it blast like this? You’ve been working on it for 20 minutes, it’s just not possible!! |
Well it makes perfect sense. Because your opponent just warped in two EXACT planets with the same name and level right under your nose, and warped the two you were working with out! There is absolutely no way for you to tell when something like this has happened. I have used this trick on numerous occassions, always effectively.
The Name Game, players – This speaks for itself…how confusing would this be? Could you quickly tell which gamer belongs to which handle?
Imagine the possibilities….use this with corbo, attacking…. the confusion is key. |
The Quick-warpin’ Colonial – Well, not exactly…. It’s a little realized fact that the game favors the attacker. When you launch waves of fighters at someone, your ship will be ready to fire again BEFORE your victim fully receives all the computer messages. Try it out with a corpmate. Have them quit the corp for a moment, and launch 100 waves of single fighter attacks. Then page him, go to the bathroom, wash your hands and come back. You’ll notice no response. Why? Because while your end of the game is ready to resume, his end is still dealing with the attack.
This is me, pecking at Hosem. |
This is Hosem, getting pecked. |
Now let’s put this in a situation…let’s say you ARE in a Colonial Transport and Hosem comes along looking for fresh prey. Obviously the CT can’t outrun, or outgun much of anything. So what do you do? Hit Hosem fast and furious with 1 fighter for as many times as you can, and run! By the time the game lets Hosem move again, you can be 20 sectors away and long gone.
NOTE – on some BBS’s that aren’t poweful enough, this quick-attack-then-run feature could cause the WHOLE BBS to lag except you, even people not in the game will experience huge lag. I would say go ahead and try it until a sysop scolds you.
ADVANCED – Turn the tables…if you find a player that is known for corbo and you want to capture his ship, quick attack him for 100, then take your sweet time capturing while the game keeps him locked up.
On Sale, mass experience for only 35K – If you can sucker someone into this, awesome. Because it is one of those things that makes people hate you, yet gives you great joy. For the price of an atomic detonator plus genesis torp, you can kill anyone if you can find a way to get them to land on the planet…and while they are down there, blow the planet and them up!
Here are some starting storylines and tricks I used to make the land….
“The Tough, but Underpowered New Guy” – I once entered in a game, warped over to Stardock, bought my needed tools and immediately started making threats. I was brand new, and I called the top-dawg every name in the book and he thought I was hilarious. I mean, who am I to just walk right on in and tell him how its going to be from now on? So I said to him, “Capt Kirk, I can blow you up with just 30 fighters, versus your 50,000!” He was very doubtful, so I told him, “I’ll make a planet right here, you put down the 30 fighters and I’ll kick your ass!” So I made the planet, he went down to deploy and a few seconds later KA-FREAKIN-BOOM!! Then I mashed his pod as well. I ended my first 24 turns of that game with 15,000 experience.
“The Greedy Bastards” – Another easy, and more likely to be effective, way is to go around and trade all your turns, then head back to Stardock and make a planet. Put down 3 or 5 of your own fighters. Wait till some jerk comes along, sees the planet and fighters, and goes down to get them (as if 3 OR 5 is a lot), and quickly go down and destroy him.
“This Planet is for You” – Make a planet with some player’s handle on it, such as naming a planet “Saluki gets beat by his wife” and then wait for Saluki to come and erase this atrocity. When he tries, take him out.
Pod Locations, by Dr. Bad
Oh Where Oh Where has my little pod gone!
… or more importantly, where will it go.
Suppose you are about to go do something risky. Maybe its exploring with your enemy online, maybe its an invasion. Having an escape pod is not much good if you’re just going to immediately get killed in it, so it pays to know exactly where you pod will go before you get killed, and just as important to manipulate that to be somewhere handy.
The game goes very close to having two consistent rules for pod locations:
If you kill yourself, your pod goes to your “previous sector”.
If someone kills you, your pod flees along a “safe path”.
(I’ll get to what “previous sector” and “safe path” mean in a minute.)
I mean this very genericly- i.e. if someone else pressed the keys that caused the game to put you in a pod, then your pod will use the “safe path” algorithm. If _you_ pressed the keys then it’ll go to your “previous sector”
For example, Killing yourself includes among other things, blowing up on quasars, blowing up on military reaction, hitting navhaz, getting killed by offensive sector fighters, even attacking Captain Z. Being killed by someone else includes them hitting your ship with figs, blowing up the planet you were on, or blowing up the port you were on.
Just to be confusing, there’s one special case – bwarp fusion. God knows why. If you fuse bwarping your pod goes back in the sector you attempted to bwarp from, and ignores your previous sector. [twarp fusion does at least follow the rules- e.g. manual warp from 23 to 24, your last sector is now 23. Attempt to twarp from 24 -> 36 (but fail), pod goes to 23- your previous sector as we’ll see shortly.]
ok, so what do “safe path” and “previous sector” mean?
“previous sector”
The previous sector is a weird concept in twgs, although the weirdness does make for some interesting subtle differences between the various methods of moving about- and thereby some subtle invasion tactics. twgs maintains a “previous sector” field and puts your pod there whenever you blow yourself up. The previous sector set depends on how you move:
manual warp, or retreat (note- don’t confuse retreat and flee) from 1234 -> 2345; your previous sector is now 1234
transport from ship in 1234 -> ship in 2345; your previous sector is now 1234
transport from ship in 2345 -> ship in 2345; your previous sector is now 2345
pwarp from sector 1234 -> sector 2345; your previous sector gets set to sector 1 [in recent previous twgs versions it would instead remain unchanged].
your teammate pwarps from sector 1234 -> sector 2345 with you landed; your previous sector is now 2345 [again this changed recently from not changing your previous]
twarp from sector 1234 -> sector 2345; your previous sector is now 2345!
bwarp from sector 1234 -> sector 2345; your previous sector does not change.
It is left as an exercise to the reader to determine where your last sector is if you:
– fled from sector 1234 to sector 2345 whilst online
– ” ” whilst offline
– got towed from sector 1234 to 2345 whilst online
– ” ” whilst offline
– got podded, and then exchanged your ship in a citadel for a fresh one with a new pod all ready to go.
Clearly the main goal here is to avoid your pod staying in the sector you got yourself blown up in, as usually the same thing that blew up your ship will get your pod as well. If you follow the 3 golden rules, you should hardly ever get #SD# invading without significant “assistance” from an enemy:
_DO NOT EVER_ twarp to an enemy sector. Its worth the handful of turns to twarp next door, then manual warp to their sector.
_DO NOT EVER_ transport between two of your ships in your enemy sector. Instead first transport to a ship in a different sector and then transport to the ship you wanted to get into- its worth one turn for your pod to go somewhere your enemy can’t immediately kill.
_DO NOT EVER_ have a teammate pwarp you to your enemies base before invading.
Where you can arrange it, before landing on enemy planets, its best to transport to a ship in your home base, and then from there to a ship in your enemies sector- that way if you get podded, your pod is extra safe in your home base.
“safe path” – Well, first up, what is “safe” then? A sector is safe if either it contains fighters belonging to you, your corp, or is empty. [exercise for the reader- work out if mines have any effect.] Should you get killed by someone else, twgs uses the following approach to choose where your pod goes:
1. Pick a bunch of random locations 3-20 away. [I’m not sure on the exact max (20) and min (3) here, however the exact figures have little impact.]
2. Plot paths from your current location to those random locations.
3. Move as far along one of those paths as possible whilst only passing through safe sectors.
On many occasions this will leave your pod a long way from where you got podded. If your current sector is completely surrounded by enemy figthers though, your pod will not be able to move at all along these paths without encountering an “unsafe” sector- and hence will remain in the sector where you were blown up- and presumably your opponent will quickly kill your pod.
Simple so far. On most occasions where your current sector has at least one “safe” adjacent sector, your pod will at least move out- though the more sectors you own in that vincinity, the better odds you have of fleeing a long way. If you think this algorithm through however, you’ll see that there are other occasions where your pod does the disastourous thing of remaining in the sector with your foe. One common example is if you are killed in the gate of a dead end:
1234S – 2345 – 3456* – RestOfSpace
|
4567* – RestOfSpace
Suppose you are killed in sector 2345, sectors marked * are unsafe, sectors marked “S” are safe. When twgs picks its bunch of random locations 3-20 hops away, it _can’t possibly_ pick 1234, as its only 1 hop away. Further, _every_ path to somewhere 3-20 hops away goes through 3456 or 4567. Hence your pod cannot move safely along any of these paths, and it remains in 2345 to be cleaned up by your enemy.
Even outside a bubble type situation there are occasions where your pod will not flee.
Rest of Space – 1234S – 2345 – 3456* – RestOfSpace
|
4567* – RestOfSpace
Again suppose you get killed in 2345. But suppose that at 95% of the plots to other sectors go through 3456 and 4567, and only 5% through 1234. In this kind of case your pod may eject through 1234 if you are lucky, but there’s also a reasonable chance that all the plots twgs picks go via 3456 & 4567- and hence your pod does not eject. This can frequently happen at, or next to, stardock, as in most maps, “most of space” is in the direction of alpha or rylos from stardock, and not so much is in the direction of the other 4 exits.
As you can see, getting podded by an enemy can at times be quite dicey. Sometimes in online invasions, its worth making certain you kill yourself, so that your enemy does not get the opporunity to kill you (and potentially have your pod not eject)
One final word of warning. The mechanics of getting podded have changed in almost every version of twgs for the last couple of years. The descriptions above are written based on revision .55. Don’t expect it to be the same in future versions. If yer gonna do some complex invasion, and it matters, test it first in a test game, or pay the price.
Invading Bases, by Kemper3
The purpose of this article is to provide information on finding and invading bases. There are two major sections. Section one will cover methods for finding an opponents base and section two will cover methods of taking it once you have found it.
Finding a base:
The key to finding an opponent’s base is to start early. On your first day in the game you should complete as accurate of a ZTM as possible. Once this is complete you’ll want to process the data for a list of dead ends in the game. These will be the most likely base locations.
With a well organized team, you should be able to send ether probes to each of the dead ends within 3-4 days. For each sector, place avoids on the sectors where ether probes are destroyed and then probe the target dead end again. You will want to repeat this until the probe is either able to make it to the target or it is unable to find a path within x hops. If it is unable to find a path, record the sector for manual checking later. Once you have probed the entire list of dead ends, if you still have a large supply of credits, it is often best to send probes to all of the unexplored sectors in the game. If it takes multiple days to do this or you have multiple people doing it, make sure you trade your avoid lists so you don’t have to waste probes on places where you already know there are enemy fighters. Once you have completed your probing, run a CIM script to record the ports currently visible for future reference.
The next step is to visit the blocked dead ends. This can be a dangerous thing to do. To maximize your chances of survival, it is best to use a macro to kill enemy fighters. A good macro for this purpose would be “m**any9999**f1*cd” where * is an enter. If you have trouble with being photoned, adding a transport at the end should remedy it. When going out to check on these sectors, make sure you drop at least one fighter in each sector you pass through. This will help stop other people from probing for your base, allow you to eliminate possible base locations, and give you twarp points closer to areas you wish to explore. If there is a base you cannot find in a dead end, begin expanding your search to those sectors your probes hit. Order your search in such a way that you give preference to sectors with fewer warps in. For example, you would want to check a sector with 2 warps in over one with 5 warps in. Also, keep watch on visible ports with a CIM script. If you know the enemy is continuing to build bases, sectors with blocked ports give you a good place to start looking for new ones. So long as you are methodical in your searching, you should find bases relatively quickly.
Invading a base:
Once you have found an enemy’s base, you quite obviously will want to deny the enemy the use of it. There are three basic ways of doing this. The first is to invade the planets and capture everything in the sector. This has the benefit of giving you whatever the enemy had, but is often too expensive. The second method is to try to collide the planets when extern runs. This is much cheaper than invading but is far less sure. The third method is to block enemy access to it by way of your fighters or planets. This method is risky because you are forced to put a sizable amount of your own resources in a location known to other players.
To help you decide which method is best, you need to evaluate your enemy. If your enemies are experienced players, it will be difficult to block them from the sector. If your enemies have more resources than you, especially fighters on the planets, it will be difficult to invade. If your enemies’ planets are level 4 or higher, they will likely not stay around until extern for a collision attempt. Often times your best recourse is to do some combination of methods. For example, you can invade two planets and try to collide the other three at extern. Alternately, you could try to block the enemy from the sector until extern and then attempt collide them.
Another factor that needs to be considered is whether or not the planets are shielded. If they are not shielded, you can use photons to bypass any cannon settings or military reactions. If they are shielded, you will need to take into account what ore they have. If shielded, you will most likely need to get podded mothing one or more times.
The first step once you have found enemy planets is entering the sector with them. If they are not yet shielded, the best method is to launch a photon then enter the sector while the wave is in effect. This will prevent you from taking any blasts from any quasar cannons the planets might have. This too you should macro with something along the lines of “cpy*qm
If the planets are shielded, entering the sector can be trickier. While a photon will still disable sector fighters, the quasar cannons on the planets will still fire. Assuming no death limit, the best method is to disrupt all mines and then enter the sector in a cheap ship with around 1100 fighters. At this point a lot of things can happen. The goal is to get the planets firing small enough blasts so that you can enter the sector and kill the fighters. Be warned, every time you fire at the sector fighters and you do not kill all of them, the quasar cannons will fire at you. The formula for sector quasar cannon damage is figured as: (sector percent * total ore) / 3. From this it is easy to determine how much ore is left on a planet after you have had two blasts. The formula for this is: percent = (1 – (second hit / first hit)) * 100. To find the total ore on the planet before that blast was fired, you use the formula: (sector blast * 3) / (percent / 100). You then subtract the amount of ore that was just used for the last blast from that number and you have the current amount of ore on that planet. If you take that times the percent it is firing at and then divide it by three you will have the strength of the next quasar blast. It is often useful to add 50-100 damage on to this, as there will likely be colonists producing ore.
The basic goal of mothing planets is to drain as much ore as possible using the fewest fighters possible. As each circumstance is different, you will have to determine what is optimum for your current situation. Keep in mind that each person is only allowed to be podded twice each day. The third time will #SD# them. Keep in mind that a planet needs at least 200 shields to block a photon. It is cheapest to drain a planet of some ore and then land to destroy a few shields. Once it is below 200, you can treat the planet as an unshielded planet. Keep in mind, however, that when you destroy the last shield on a planet, the atmospheric cannon will fire on you again if a photon wave is not currently active.
If there is a death limit in the game, using the fewest figs possible may not be feasible. If you have someone one #SD# from being eliminated, this is the person you want to start off testing defenses. When there’s a death limit, instead of trying to get into the sector with as few fighters as possible, you want to try to get in with as few deaths for people not within one death of being #SD#. This normally involves sending in full interdictor cruisers to eat the ore down as quickly as possible. Since the people you have doing this are close to being eliminated, you will want to make sure that they are safe. When a cannon kills you, your pod always goes to your previous sector. For more information on where your previous sector is in different circumstances, please refer to the article on that subject. In this case, the sector you are moving from next door is your previous sector. To that end, you will want to put several shielded planets in the sector you are moving in from, and make sure you are not invading from a one-way sector. You want enough planets that it would take the enemy multiple attempts to enter the sector and kill the pod of the person who just got killed by the ore. Also, you will want to make sure you have a path of your own fighters at least four to five hops out from where you are invading. If you are killed ship to ship and do not have that many sectors claimed, the pod probably will not flee and the person attempting to invade will end up #SD#.
Sometimes it is possible to drain an enemy’s ore using very few fighters to do it. There are two basic methods to do this. The first is if any enemy has an interdictor on their planet turned on, but no cannons. In this case you can attempt retreat from a sector fighter at no turn cost to you. The interdictor will hold you, using 500 ore from the enemy’s planet. Since the cannon is off, you will just be held and put back at the sector fighter prompt. You can repeatedly attempt to retreat until you drain all of an opponents ore. The second method is a little trickier and requires at least two people invading at once. The upside to this is it can be done on a planet with active sector cannons, so long as the interdictor is turned on. To set up, Player A will have fewer fighters than player B and will drop off of the corp with player B. Player B will make sure there is an empty sector that player A can potentially flee to. Player B will then fire one fighter at player A. Player A will attempt to flee, but will be stopped by the interdictor on the enemy planet. No cannons will fire. This will use 500 ore off of the enemy planet for each repetition. Please note, both of these methods will only drain the ore on planets with active interdictors. It will not affect planets in the sector without active interdictors.
One of the hardest planetary setups in terms of getting into the sector is several planets with mild cannon settings and several million offensive sector fighters. Since sector offensive fighters will attack with 1.25 * the max fighters and shields a ship can carry, the mild cannon blasts are enough to allow the sector fighters to finish off the ship entering. To counter this, you must first get enough ships with fighters in the sector under the sector fighters to either drain the cannons or kill the sector fighters. To do this, you will need to drain the cannons enough that the ship with maximum fighters and shields can survive all of the cannon blasts. You will then photon under the sector fighters, probably wanting to tow second ship full of fighters into the sector with you. You will want to do this until you have enough fighters in the sector to completely drain the planets of ore. Once that is accomplished, you must drain the sector cannons to the point that a ship with at least 1.3:1 defensive odds can enter the sector and live through the cannon blasts. Now you will need to have player A enter the sector in the ship with the best odds that can enter the sector and survive the cannon blasts. Once this person enters, he will wait at the pause after the cannons fire. Player B will then transport into one (or more) of the empty ships in the sector and fill up player A’s ship with fighters. He will then transport back so that he is not able to be photoned. Player A will then hit enter and the sector fighters will attack him. Since he has at least 1.3:1 defensive odds and full fighters, he will survive the fighter attack. Player B will then transport back into the sector and refill him. Player A will then fire one fighter at the sector fighters. This will trigger the sector cannons to fire. Player B will then continue to refill him as he does that until the cannons are empty. At this point, it is a simple matter of killing the sector fighters to claim the sector. Please note, this is difficult to impossible to do with the enemy online and actively defending.
Once you have the sector, direct invading is the surest way of taking an enemy’s planets. Fighters on planets get 3:1 odds when defending, or 2:1 odds when attacking with a military reaction level. Ships in the sector with a planetary defense bonus get four times their normal defensive odds. Planetary shields get 20:1 odds. A cannon firing in the atmosphere either does 2 damage for every ore used if the game is MBBS mode or does 1 damage for every 2 ore used if it isn’t MBBS mode. Once you know these odds, it’s just a matter of doing the math to see if you can invade the planets. Normally, if there are a small number of planetary shields, it’s advantageous to eat one atmospheric cannon blast to drop the number below 200, then photon in to finish off the shields and kill off the fighters on the planet. Keep in mind, once you kill the shields, the cannon will fire again and any offensive fighters on the planet will attack. That being the case, make sure you kill off the last shield while in a photon duration. If there are a large amount of shields on all of the planets, it is often best to drain all of the ore from the planets in the sector before attempting to land, since it will take few fighters that way. If you don’t have enough fighters to directly invade all of the planets, you need to evaluate if invading some of the planets are worthwhile. If they are, and you can take them, do it. If they are not, you can try to collide the rest of the planets at extern.
Colliding planets is far from a sure thing. At extern, there is a 10% chance of a collision of planets in a sector for each planet over the maximum. That means, if you have ten planets over the maximum in a sector and extern runs, you are guaranteed a collision. This is the best amount to overload someone’s sector to try to get a collision, if you add more planets the odds of you colliding the planets you are aiming for decreases. Even if you do everything correctly, you are still dependent on luck. Also, leaving planets until extern to collide them can give your opponent the opportunity to move them if they are warpable. There are three methods for collision that will work in most cases. The first method is to leave the sector in enemy hands until right before extern, then photon under their sector fighters, create ten planets, then transport out to another ship. You can do this method without ever having claimed the sector, but the downside is that you risk being killed by sector defenses. Also, you have to make sure the sector one hop out is clear of mines and nav haz so you do not set off your photon on the way in. The second method requires you to claim the sector at some point during the day. You then get a lock on the sector with a planet but do not engage. Just before extern you engage your lock, lift off of the planet, create ten planets, land back on the planet, and warp back home. The upside to this is that you don’t have to worry about photons or sector defenses. The downsides are that you first have to spend the resources to claim the sector, and then you risk colliding your own planet if you mistime it or mess up your macro. The third method is to claim the sector and then lock you opponents out of the sector until extern.
Attempting to lock an opponent out of a sector is a risky move at best. There are only two ways to guarantee success. One is to have enough shielded planets with large enough sector blasts that they are unable to spend enough pods in one day to get in. The other is to put enough in the sector so the opposition does not have enough fighters to make it through. The first method is fairly self-explanatory. For the second, a good combination is often a large number of sector fighters combined with a planet with an interdictor generator. Be warned, the invasion tactics explained above can also be applied to your block. If you do attempt to lock an opponent out of a sector, you should only be doing it for one of three reasons. The first is that you need more time to generate more resources to take the rest of their planets. The second is that you wish to hold the opposition out long enough to make a collision attempt at extern. The third is that you are wishing to entirely lock your opponent out of the game.
Before you attempt any sort of invasion, make sure you have it clear what your goals are and that you can achieve them. If you attempt an invasion and fail, you are normally much worse off than when you started. To help you succeed in an invasion, it is best to do all of your planning and setup before you ever begin. Once you commit yourself to an invasion, speed is key. The faster you are able to act, the less time you give your opponent to stop you.
Base Building, by the reverend
recently i was asked to prepare an article on base building. i was actually quite surprised by the request. normally i am considered merely a good scripter and much less a tactician. however, i do know a thing or two about it and i am glad to write for whomever will read. since this is about base building, i will leave the finer points of base defending to someone else, keeping in mind that the two subjects overlap somewhat. also, since the basics of planetary citadels, fighter odds, quasar efficiency, etc. are discussed in detail elsewhere (e.g. https://tradewars.fament.com/Cruncher/Tradewar.htm) i will let the reader do his own homework on those subjects.
i suppose the best way to go about this is to recount the evolution of my own thinking and practice when it comes to base building. keep in mind that when i say ‘evolution’ i mean it in the scientific sense. most people think that ‘evolution’ is the continuous improvement of something, e.g. a species or a theory or a society. however, ‘evolution’ merely indicates change. for example, species evolve, but it is natural selection that determines which of the new species will survive. in fact, the quality of the dominant species may be more brute and primitive than the previous. say for example if stronger but stupid apes evolved at the same time as weaker but smart apes – the situation may be such that the stupid apes could exterminate the smarter apes. evolution is no guarantee of improvement. natural selection tends to produce some improvement, but there is a certain amount of luck involved, and a great deal of opinion about what ‘better’ is. so i say all of this as a disclaimer to my article. the ‘evolution’ of my thinking and practice of base building may not be an improvement at all, so i leave it for you to test.
when i first started playing tradewars, i preferred to build bases in deadend bubble areas. just briefly, a ‘bubble’ is any group of sectors that can only be accessed by means of one entrance – naturally this means that there are usually deadend sectors inside a bubble. assuming stock planets, i took the good advice of better players and built type H, O, and L planets at the same time in any given sector, often in more than one location to improve the chances that one of the bases survives. the type H is a slow builder, but it is invaluable for defensive purposes later. the type O is a bad planet defensively, but it makes organics at 2:1, which is great for cash if you have an organic buying port in the same sector. the type L planet is a fast citadel and early defender, but i didn’t get much use out of it other than that. playing this way, i won very few games.
after a while i began to understand the use of warpable planets (level 4 citadel). i started writing scripts for planet-drop and planet-warp-photon – tactics that helped me start winning more games. the basic idea is to bring the awesome power of your planet to bear upon players hitting your fighters, and make them take quasar blasts if possible. it wasn’t until much later that players started getting good at beating planet-drop tactics (with good macros) and exploiting planet-warp-photon by making me use a lot of fuel ore and eventually by landing on my planet when i warped adjacent to photon them. i also learned that when games are MBBS mode, you can make a pretty penny doing megarobs and buydowns. basically the concept is to move your planet over a port, buy all the products off of it and rob all the credits back – voila, free products! look for more information on this in another article.
another trick that is very important is the citadel beamer. once you have a level 1 citadel, you can install a beamer. with a beamer it only costs you 1 turn and 10 fuel ore per hop to fly your ship anywhere in the game. that means if you are colonizing in your imperial starship, you can get to terra for only 1 turn instead of 4. this is a huge savings – take advantage of it early.
back to base building – like i was saying, i didn’t win a lot of games. what was the problem? well here’s a few for starters: 1) i put a lot of colonists on the planets. why is this bad? well it isn’t bad in and of itself, in fact it’s good, just not good for you! if you load up a planet with a lot of colonists, but you cannot defend it from invasion, then you are in effect, colonizing for someone else – the player who takes your planet! trust me, 5000 sectors is not a very big universe – you will be found sooner or later. 2) i spent a lot of effort working the type O planets for organics. type O planets have almost no defensive ability because of low fuel ore production and long citadel times. in addition, you can make almost as much money – if not just as much – selling fuel ore off of the type H planets you are building, with the added benefit that the fuel ore has a defensive quality in level 3+ planets if you decide not to sell it. 3) i was building in large bubbles. the problem with building in large bubbles is that your opponent no longer has to search 5000 sectors to find you, he only has to search 100 or so. your base is a needle in a very small haystack. chances are your opponent will find you quickly!
so i started building in 1 or 2-deep bubbles, i.e. bubbles that are very small. i also stopped building type O planets altogether, and i started winning more. why? well first of all, it’s easier to defend two planets than three – no more H-O-L – just H-L. second of all, the list of 1 and 2-deep bubbles is a lot longer than the list of larger bubbles, making my base a needle in a larger haystack. third, i only brought in enough colonists to start the citadels. often, i wouldn’t even bother bringing in enough colonists for both the H and L – i would bring them in for the citadel on the L, then move the colonists to the H and start the citadel there too. why spend lots of turns and fuel ore running to terra for them, when you have enough on another planet in the same sector?
what did this do for me? well now i can build bases with minimal effort, saving me turns to go hunting or cashing or better yet – support my red corp-mates in their efforts to cash. with the planets harder to find, they would survive long enough to be defendable, and due to my extra turns cashing, i had fighters to defend them with. if they did get invaded, then at least i didn’t lose too many colonists. once my planets got to level 2, i immediately put fighters on them! it will cost your enemy about twice the fighters to take your planets once they are level 2 – so even if you lose your planet, it will cost your enemy more fighters than it did you. you might even have enough fighters elsewhere to go take the planet back.
but wait! that’s not all. as i began to play against better players i started to figure out ways to find them – and ways that they found me. first of all comes the ‘blocked port’ trick. picture this: you went out exploring the first week of the game and you know that there is a port in a certain deadend bubble. later you look in your port cim data and discover that the port is not listed anymore – aha! someone has put a fighter over that port, maybe they have a base there! this is one of the most common ways to get found. that is why i started building bases in deadends without ports – a major stealth improvement.
then, against even better players, i discovered that it’s pretty much impossible to hide in any deadends for long enough to have level 4 planets. so you can either 1) defend them – which i did most often – or 2) find better hiding places. so i thought about it and i came up with this: since most players expect you to hide in deadends, you could probably do better by hiding somewhere else – but where? i started building in sectors with only 2 warps out – sectors that were nowhere near any bubbles. chains of 2-warp sectors are what a lot of players call ‘tunnels’ and they are very good choices for early bases, just be careful that you don’t choose a spot near high traffic areas like the major space lanes, stardock, and class 0 ports.
since most great corps have at least two red players to bring in the cash, it is also a good idea to make your base location one of your sdt ports. the benefits are threefold: 1) you can have your red players steal the products you need for planet upgrades; 2) you get increased defenses for your reds as they work; and 3) the beamer on your planet will save you a lot of turns furbing.
finally, my latest and greatest lesson of all i learned in BOTE 2002 this year. normally i would build three or four bases and hope that the planets might make it to level 4 so that i can move them if they are found. the problem is that it is very hard to defend four locations. say that you have 200k fighters – if you want to defend all four of your bases equally, thats eight planets – you can only put 25k fighters on each planet. what does this mean? it means that all of your planets are easy to capture! what is the cure? you have to accept the solemn task of destroying your own planets! do you see? you started four bases in hopes that at least one of them survives to be defensible, right? what if three of them survive? you have to destroy at least one more of them – so you can divide your 200k fighters among four planets instead of eight. or – what if you think your opponents have way more fighters than you? you should decide which one of your planets has the best chance of getting to level 4 and kill the rest – it is better to have one planet with 200k fighters and keep it, than to have four planets with 50k fighters and keep only one – or lose them all to multiple opponents! why let your opponents take easy planets? trust me – you can make a lot more money megarobbing in MBBS mode or planet trading in TWGS mode with that one single planet under you than without it, and why should your opponent get to start megarobbing with your planets? spend all your effort filling that one planet up with fighters and shields – then you will have a fighting chance to take other peoples’ planets. make them colonize for you!
the result, my friends, is that now i spend my base building efforts early in the game to get one level 4 type L planet and cross my fingers that one of my type H planets gets to level 4 also. what do i do with the rest of my turns? load up my type L with fighters and shields! hunt for other players’ planets! if you can kill their planets before they get to level 4 – or to level 2 for that matter – then you are putting yourself in a better position to win.
like i said before – this is just the ‘evolution’ of my thinking and practice when it comes to base building. it might not work for you. experiment yourself with different approaches. if you are losing a lot of games, think about what you are doing. if you are winning alot of games, stick with what you have been doing, but try to find better players to test it against.
one final tip – a freebie that i learned from dr. bad. it’s more of a philosophical question really: “what’s in a base?” think about it. is your base sector 1234? what makes sector 1234 your base? if you are out trading in your planet and you finish up all that you have to do, why should you move your planet back to sector 1234? what is special about it? it is just 1 in 5000 sectors, right? to paraphrase the old adage, “home is where the heart is,” “base is where your planet is.” why waste the fuel ore to move your planet back to sector 1234 without a good reason? if the reason is just that you like that sector, then you need to think again. you may have good reasons to move your planet back to sector 1234, e.g. your planet is part of a defensive setup protecting other assets. i’m not saying it’s stupid to have sector 1234 as your base – i’m just saying that you should think before moving your planet back there and make sure you have a good reason to spend that 15 hops times 400 fuel ore per hop – which will cost you 15*400/250=24 turns in a colonial transport to replace. (just remember, moving a planet may take 0 turns, but it’s costing you 400 fuel ore to move 1 sector, which is at least 1.6 turns in a colonial transport to replace – don’t be deceived by the 0 turn cost.)
I want to Thank the reverend for taking the time to write this great article
Planet Handbook v1.01 Released
Paladyne has released an updated version of his planet handbook, version 1.01. This is a revised version of the file that was posted earlier, noting several changes.
To download the file (it’s Word-95 formatted, should be easily viewable for everyone), click here!
Planet Handbook by Paladyne
Paladyne has created a file called the ‘Planet Handbook,’ packed full of good information on general planet and citadel information. It also contains information on building, colonizing, planet farming, and sector and planetary defenses.
To download the file (it’s Word-95 formatted, should be easily viewable for everyone), click here!
MBBS-TWGS Comparison Chart
(Last updated chart Feb 8,2001 – Latest update in green -corrections in red)
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War Room Guide, Trader Information
Trader Information
Planetary Collisions
You can overload any sector (except sector one) by just shooting off gtorps. It forces players to put up sector defenses instead of relying on planetary defenses alone. Photons disable sector defenses allowing players to shoot off gtorps without defeating the sector defenses This is an excellent tactic to use to destroy an enemy’s high level planet without much expense
Photons
A side from the consideration mentioned above, when a photon is launched into a sector where a player is staying in a citadel they lose their turns (turns drop to 0, and regen at the top of the hour) Also when you fire a Photon into a sector that a trader is cloaked in it will de-cloak them making them vulnerable to attack.
Planetary Transporters
You can install a Planetary transporter on any planet with a citadel. It costs 50,000 credits to install the transporter and 25,000 credits per sector to upgrade the transporter. These credits are taken from the funds on your ship not from the citadel. The planetary transporter transports both you and your ship. The rules are the same as for TWARP. If you transport to a sector with 1 or more of your personal/corp fighters, to an empty sector, or to fedspace if commissioned, you’ll be safe. It uses fuel ore to power itself, using 10 of ore units per sector and takes the fuel ore from the planet. Transporting requires one turn and you must have a turn or you can’t do it.
TWARP
The TWARP Drive is bought at the Hardware Emporium On Stardock it costs 50,000 creds (although with TWpro there is a TWARP 2 which costs 40,000 after you have bought TWARP 1 or 80,000 if you buy both at one time and allows for TWARP Towing, 2.01a makes the price of these Sysop configurable) You can Transwarp your ship to any sector in the universe (within the ships twarp range). TWARP is completely safe as long as you jump to a sector with at least 1 of your own corp or personal fighters or the sector is COMPLETELY empty, if there is ANYTHING in the sector (unless you have a fighter down) you will lose your ship to Atomic Fusion (referred in the game as “Fusing” a ship) and end up in a pod (and you will still be in the sector you were trying to jump from) Blind jumps are jumps made to sector NOT containing at least 1 of your fighters. Blind Warps are hazardous because of Limpet mines which don’t show up on holoscans or EPROBE, also there is a chance that an alien, Ferrengi or another player could warp into the sector before you can complete your warp. So don’t Blind warp if you have ANY doubts, you may yourself in a pod and fusing a ship can be quite embarrassing.
LIMPET MINES
Limpet mines sometimes (if the player doesn’t already have a limpit on their ship *HINT*) attach to the ships which enter the sector where they are deployed. SD will offer to remove Limpets for a fee of 5000 credits but can’t tell who they belong to. Attached limpets will reduce the trade in value of a ship. If limpet mines you leave do not get removed then you can tell where they are, and thus where the ship they attached to are by doing a mine scan (K). Mine disrupters will not get rid of deployed limpets. You can get rid of limpets by repeatedly entering and leaving a sector and having them cleared from your ship. If someone else’s limpets are in a sector you will not be able to leave limpet or armid mines of your own. As with armid mines, limpet mines cannot be deployed in fedspace and will be removed from Major Space Lanes.
Cloaking Devices
Cloaking failure is Sysop configurable. If the cloak fail rate is set above 0% then the can fail at 2 times; 1) the fail at extern (BBS cleanup) and 2) when you engage them (make sure you see the “cloaking device engaged” message when you exit. The cloaking failure rate is Sysop configurable and can be set to 0% in which case cloaking failure will not happen. Unfortunately, this setting is not displayed on the V screen. You cannot attack a player who is cloaked but they will show up on a density scan as an anomaly and you can then Photon the sector and they will decloak. Limpet mines also show up as an anomaly but if you attempt to put a mine in the sector and the game lets you then there are no limpets there (limpits also have a density, cloaked ships do not), and there must be a cloaked player.
Major Space Lanes (MSL’s)
The space lanes are from sol (sector one) to Stardock and back. From SD to RYLOS and back. From SD to Alpha Centauri and back. And From Rylos To AC and back. Also Rylos and Alpha Centauri are themselves MSLs. The following diagram illustrates:
Sector 1
SOL (Fedspace)
|
|
Stardock (Fedspace)
/
/
/
/
Rylos Alpha Centauri
(MSL) (MSL)
*NOTE* remember that because of one way warps the path from one sector to another and the the return path are not necessarily the same.
ABBREVIATIONS:
AL = Alignment
ORE = Fuel Ore
EQ = Equipment
ORG = Organics
PT = Planetary Trading
SSM = Sell/Steal/Move
SST = Sell/Steal/Transport
MJ = Mega-Jettison
MSL = Major Space Lanes
MBBS = The Major BBS
PIG = Planetary Interdictor Generator
Colt = Colonial Transport
CTran = Cargo Tran
ISS = Imperial Starship
Merc = Merchant Cruiser
MF = Merchant Freighter
IC = Interdictor Cruiser
IG = Interdictor Generator
Sent = Tholian Sentinel
Figs = Fighters
TERMINOLOGY
Alignment from 0 to 99 and you’re considered “neutral” (you still have fedspace protection, and can enter the underground), above 99 and you are considered “good” and below 0 and you’re considered “evil”.
Mega-Jettison
Using a macro at an SSS type port to haggle for and purchase small amounts of each product (14 fo, 8 org, 2 eq) whereby generating an average 4-6 experience points using only 1 turn. Then jettisoning the product (or depositing on a planet in the same sector) and repeating. With this method its not un heard of to gain 5,000 exp in a single day
Planet Farming
Loading a planet with colonists to gain Fuel Ore, Organics, Equipment, and/or Fighters. Done mostly with class O planets for organics.
Planetary Trading
Warping your planet into a sector containing a port. Taking product from your planet to sell to the port, then porting and selling that product, buying another type product, then depositing the product on your planet. Repeat the process until the port is sold out, then move the operation to the opposite type port and start all over again. Used in conjunction with an evil trader to rob ports this is a VERY lucrative means of making credits!
Sell/Steal/Move (SSM) Evil tactic for gaining $$$. (See Playing “Evil”)
Sell/Steal/Transport (SST) Evil tactic for gaining $$$ (See Playing “EVIL”)
Steal/Dump/Transport (SDT) or Sell/Steal/Dump/Transport (SSDT) Evil tactic for gaining $$$ (See Playing “EVIL”)
Twarp Tow Towing a ship via the TWpro available in 2.01a and later versions
0 Turn Colonizing
The method of moving colonists from one planet in a sector to another planet in the same sector without costing the player any turns Density Readings:
Reading/Meaning
0 = Empty Sector or Ferrengi Dreadanought
1 = Marker Beacon
2 = Limpet Type 2 Tracking Mine
5 = Fighter (per Fighter)
10 = Armid Type 1 Mine
21 = Navigation Hazard (Per 1 Percent)
21 = Destroyed Ship (Due to 1 Percent Nav-Haz)
38 = Unmanned Ship
40 = Manned Ship, Alien or Ferrengi Assault Trader
50 = Destroyed Starport (After 25 Percent Nav-Haz Clears)
100 = Starport or Ferrengi Battle Cruiser
210 = Destroyed Planet (Due to 10 Percent Nav-Haz)
462 = Federation Starship under Admiral Nelson
489 = Federation Starship under Captain Zyrain
500 = Planet
512 = Federation Starship under Admiral Clausewitz
575 = Destroyed Port (Before 25% Nav-Haz Clears)
Anomaly Readings:
Reading/Meaning
Yes/density = Limpet Mine (Shows 2 density per mine)
Yes/ no density = Cloaking Distortion
No = Nothing
Gaining Exp. Rapidly
Go to a Class 7 Port and buy 14 Ore, 8 Org and 2 Equ Trade for 2 points each time. Jettison the stuff and repeat. In theory you can earn 6 points of Exp per turn (it works out closer to 5 points) so in a 1000 turn game you can earn 5000 points of Exp in one day! Exp and Align can be bought with credits!
Formula For 1 Attack Ship Captures
Enemy Fighters x Enemy Ships Combat Odds = Real Fighter Strength Real Fighter Strength / Your Ships Combat Odds = # of Fighters to Use.
If you have combat computers on your ship you need to know the following:
Max Shields for Enemy Ship x Percentage Reported = Shields on Enemy Ship
Gaining Exp. Rapidly
Go to a Class 7 Port and buy 14 Ore, 8 Org and 2 Equ Trade for 2 points each time. Jettison the stuff and repeat. In theory you can earn 6 points of Exp per turn (it works out closer to 5 points) so in a 1000 turn game you can earn 5000 points of Exp in one day! Exp and Align can be bought with credits!
Formula For 1 Attack Ship Captures
Enemy Fighters x Enemy Ships Combat Odds = Real Fighter Strength Real Fighter Strength / Your Ships Combat Odds = # of Fighters to Use.
If you have combat computers on your ship you need to know the following:
Max Shields for Enemy Ship x Percentage Reported = Shields on Enemy Ship Enemy Shields x Enemy Ships Combat Odds = Real Shield Strength Real Fighter Strength + Real Shield Strength = Enemy’s Real Defenses Enemy’s Real Defenses / Your ships combat odds = # of Fighters to Use
War Room Guide, The Universe
THE UNIVERSE
You will be traveling in a universe, whose size was determined by your Sysop. Sectors may have planets, ports, other players, empty ships, aliens, Ferrengi, Federation Starships, mines, message beacons, fighters (belonging to you, other players, rogue mercenaries, or the Ferrengi) or the sectors may contain nothing at all. If in your travels you come across something undesirable, your initial ship comes equipped with 30 fighters with which you can defend yourself.
Many players find it useful to have a home sector or group of sectors. Players, especially those just joining a game, need an out-of-the- way place to stay so they can build up their assets. You can explore the universe and look for dead end sectors to use as a hiding place. Corporate bases built in traffic lanes do not fare too well and those in the major thoroughfares (in the paths between the class 0 and class 9 ports) just do not stand much of a chance.
Planets play a key part in your success as a trader. Terra, the first planet you encounter as you enter the game, is where the people can be found to colonize all other planets. Remember, the environment on some planet types may be hazardous to humans. The other planets in the game will, if inhabited, produce Fuel Ore, Organics, Equipment and Fighters. The amounts of these commodities produced will be affected by the type of planet. For example, a Mountainous planet will provide more Fuel Ore than an Oceanic planet. You and the other traders decide where the planets will be. You can purchase a Genesis Torpedo and use it in almost any sector in the galaxy. If the planet has enough of the required commodities and enough people to supply the labor to build it, you can begin construction of a Citadel. The Citadel can provide you and the other members of your corporation with a secure place to dock your ships and deposit the credits you’ve earned. As you progress in the game, your Citadel can be upgraded to provide additional protection to you and your corporation. If you decide to build a planet in your home sector, be sure you can defend it. A planet is very vulnerable until it has a Combat Control Computer (level 2 Citadel) to safeguard it.
There are ten different types of ports scattered about the universe. The ports are classified by the products they buy and/or sell. Port classes 1 through 8 trade the three basic commodities: Fuel Ore, Organics and Equipment. The universe also contains specialty ports for the other items you will need to advance in the game. There are three Class 0 ports where you can purchase holds (beneficial for moving colonists to your planets as well as transporting goods for trade), fighters (to help protect your territory), or shields (to protect your ship from the traps laid by your enemies). There is one Class 9 port that contains not only a Trading Port, but also a Stardock. The Stardock houses the Stellar Hardware Emporium, the Federation Shipyards, the Lost Trader’s Tavern, the 2nd National Galactic Bank, the Videon Cineplex and the Interstellar Space Police Headquarters. There are other places of interest located in the Stardock.
These places you will have to discover on your own. Some are not advertised because they are establishments of questionable repute. Others are Federation buildings that house top secret government information.
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