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 Tip 5: Day One 
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1st Sergeant

Joined: Sun Dec 24, 2000 3:00 am
Posts: 49
Location: USA
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This is a repost from Feb 2001 topic, only highlights are transferred

Hekate's Input:

10 things you should accomplish on day one (700-1000 turns):

1) At least 1 evil working - hopefully 2 (if you have a 6-person team). (at least at 60 hold SST or SDT)

2) CEO in Twarpable ship with Holo scanner, type 2 twarp, and full holds

3) At least 1 full ZTM

4) List of bubbles to check for home base building

5) List of areas to check for evil functions

6) One sector of upgrading planets (HLH if stock game)

7) Corpies in Merchant Freighters or Orion's

8) 2 working SST ships

9) Common Since - if SD is blocked, either be FAST or don't go there! (have the CEO warp out what you need)

10) Good Spirits from Living Corpies (Survival)


If you don't have any evils, then the number one thing to have is CEO in Twarpable ship and commission, full ZTM, bubbles to check out, maybe a few planets going.


Cruncher's Input:

Team – 2 Red and 2 Blue

Day 1

**This of course depends upon the game settings. Getting Reds to 1k exp is fine in MBBS mode games but for classic door games where the steal % is 30, reds will need at least 1950 exp before they can sst 65 holds.**

Reds – Get rid of the Merchant Cruiser for a Merchant Freighter. Trade for about ½ to 2/3 of your turns. Objective here is to make some money and experience. The player with the most XP goes red first to make money and then send it to the other red player. Main Objective for both reds is to get to 1k experience.

**First player on runs just enough turns to get full holds and Holo on MF, then buys a Scout with density scanner to keep an eye out for SD blocks. Then second player gets in, goes straight to the loaded MF, sometimes via ship transfer if SD is too busy or blocked., then runs 1\2 turns, buys and sits in a Scout, runs ZTM, 3rd player comes on and repeats. 2nd & 3rd player may run turns at same time, there will be plenty of cash at that point for 2 loaded MF’s. 1st & 2nd player take turns running maps and watching SD. By the end of the day most everyone will have full turns again, (depending upon time of day game began), then it’s time for the reds to go red and planet bust.**

Blues – One player should run a ZTM. The other player should run ¾ of their turns for making money, keeping their experience below 1k. Another objective of a blue player is if they can find one or both Class 0 ports as soon as possible. Reason for this, until a decent size bubble is found the Reds will run SST cycles near a Class 0 port for ease of refurbing their ships.


Jack Box's input:

I look at day one from a corp standpoint...often I have talked to a couple people that want to play a game before we ever even start. Usually we have an idea of who is going to be red/blue etc..then once we know that, we can plan a course of "day one" action..whos going to map? A blue hopefully, we try to get in game right at startup, and get to SD (at least 1 of us) upgrade to the best startup ship usually a freighter. And plan on all working 1 at a time...usually having whoever is going to be afk mapping, to go out and trade up cash 1st.

Then keep going like that player by player building up cash for the 1st red guy, who needs work ships & to build exp up popping planets to get to a decent work exp level.
a couple hundred worked red turns will usually generate cash enough to setup the 1st commissioned blue in a twarp ship and the commission, with the rest of the red turns id expect to be setting up big red work ships and providing the next red with exp. they need to make some serious cash :)
total domination of the universe follows...

Fuseblown's input:

Here's the example. You have a new game...a full team of 6 people. All 6 log on and get to Stardock right away in case it's being/going to be blocked.

Everyone trades in their Merchant Cruisers for Scouts except for the first person that is going to trade. They trade in for a Merchant Cruiser. You take figs and money from the other 5 and go trade right away. This gets you in a maxed Merchant Freighter right away so that you can make maximum cash PPT'ing. Once that first person is done you pass that same Merchant Freighter and the cash you made down the line until you get to the last 1 or 2 people. Then they take all of the cash that the others made, go evil, bust planets, and buy another Merchant Freighter so that they can SST. If you're in a 750 turn game you can make a few million SST'ing in maxed Merchant Freighters. That's enough to get a blue a commission and into an ISS the first night or second day. And it also gives you cash to get any other evils rolling that you need. Then you just work the evils up to maxed mules and then finally onto maxed colts and you'll be making lots of cash per day. :)

Hekate
hekate@twlinks.com
http://www.twlinks.com
http://www.playtw.org:90
telnet://terra.playtw.org


Mon Feb 11, 2002 4:21 am
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