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 gaining experience? 
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Lance Corporal

Joined: Tue Feb 19, 2002 3:00 am
Posts: 4
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Hi. im another one of those returning after 5 years kinda guys. i was wondering, in a universe with expensive g-torps and atomic detonators, what other methods exist for evils to game experience? is megga-jettison worth it? and if so, anyone have a mega-jettison twx script :). thanks


laniik


Wed Feb 20, 2002 2:35 am
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Chief Warrant Officer

Joined: Tue Feb 05, 2002 3:00 am
Posts: 152
Location: Canada
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Mega-Jettison is NOT the best way to gain experience...KILLING PEOPLE is much more effective . From what ive heard, mega-j is inefficient at best

quote: Hi. im another one of those returning after 5 years kinda guys....anyone have a mega-jettison twx script :). thanks

I hear u buddy, Im one of those returning after 5 years guys too..and I can tell you we never should have stopped. Scripts are not easy to come by. People are as protective of their scripts as they are of their children, so don't expect too much cooperation from anyone when it comes to that. If you need advice or help, everyone is alwayz willing to help you though.

Some good places for scripts are:
http://members.directvinternet.com/~spostlew/tw/
and
http://www.twtavern.com

Have fun
L8ter

*Proud Member of the Alliance*

Live Long And Prosper!


Wed Feb 20, 2002 9:04 am
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Lance Corporal

Joined: Tue Feb 19, 2002 3:00 am
Posts: 4
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would you guys reccommend against playing red if you cant planet bust?


Wed Feb 20, 2002 9:50 am
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Commander
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Joined: Mon Oct 29, 2001 3:00 am
Posts: 1096
Location: Tucson, AZ
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quote:
Mega-Jettison is NOT the best way to gain experience...KILLING PEOPLE is much more effective . From what ive heard, mega-j is inefficient at best


Actually, mega-jet is by far the most efficient means of gaining experience in terms of credits per point. The tradeoff is that the same amount of experience costs a lot more turns.

Here's the best way I know: give yourself room to grow. Keep more holds in your ships than you have experience for, and keep extra equipment on dock. Use an SST script that tracks experience and always steals the max, and you can sit back and watch your experience grow while you make money.

while(!employed) { hack; hack; hack; }


Wed Feb 20, 2002 10:37 am
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Chief Warrant Officer

Joined: Tue Feb 05, 2002 3:00 am
Posts: 152
Location: Canada
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No....I always recommend playing RED...u get to kill indiscriminantly...and thats lotsa fun....but I like blue because of t-warp to fedspace....thats a useful option when SD is blockaded.


*Proud Member of the Alliance*

Live Long And Prosper!


Wed Feb 20, 2002 10:38 am
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Gunnery Sergeant

Joined: Wed Mar 20, 2002 3:00 am
Posts: 22
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So here's my predicament, what would you consider a good turn to exp ratio? cuz my freind is using a help that haggles for you (all I can say is my floating input is the only helper I need) but it can get about 15 million creds, 4000 exp in 5000 turns, while exploring and mapping etc., etc., etc.. So . . . is that a good ratio? simply using the script on the first couple days, then turning evil? I've never played red, so I really can't say what do do ( I really want to learn how but it never seems to work out for me.) So, anyway, there's my question to get added. Thanks for the help.


Thu Mar 21, 2002 12:44 pm
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Gunnery Sergeant

Joined: Wed Feb 28, 2001 3:00 am
Posts: 27
Location: USA
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quote:
So here's my predicament, what would you consider a good turn to exp ratio? cuz my freind is using a help that haggles for you (all I can say is my floating input is the only helper I need) but it can get about 15 million creds, 4000 exp in 5000 turns, while exploring and mapping etc., etc., etc.. So . . . is that a good ratio? simply using the script on the first couple days, then turning evil? I've never played red, so I really can't say what do do ( I really want to learn how but it never seems to work out for me.) So, anyway, there's my question to get added. Thanks for the help.


not sure about the turn:exp ratio, since haggling scripts will get you the best ratio, but for simply getting experience for playing red, planet-busting is by far the best way to go. Basically, reds have to work with their corp.... General strategy is (not going into heavy detail) everyone paired-port trades to get cash to the red to planet-bust for exp. (make sure the red has at least -1 align). The red than starts ssming or ssting with merch. freighters, and then p-busts more, working his/her way up to Mules, then Colts.....

Daemon
Memphis TW BBS
ICQ# 99772936


High Competition and High Risk - Just the place to relax


Thu Mar 21, 2002 2:45 pm
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:
(make sure the red has at least -1 align)


actually, the red can start at 0 align. the first planet he makes won't give him align, since he's at 0, and the first he blows will send him to -1. Also, if you're a 1 align, a good way to get to 0 is go cuss at the grimy trader.


Fri Mar 22, 2002 5:18 am
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Gunnery Sergeant

Joined: Wed Feb 28, 2001 3:00 am
Posts: 27
Location: USA
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quote:
quote:
(make sure the red has at least -1 align)


actually, the red can start at 0 align. the first planet he makes won't give him align, since he's at 0, and the first he blows will send him to -1. Also, if you're a 1 align, a good way to get to 0 is go cuss at the grimy trader.




I stand corrected ;-)

Daemon
Memphis TW BBS
ICQ# 99772936


High Competition and High Risk - Just the place to relax


Fri Mar 22, 2002 9:36 am
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1st Sergeant

Joined: Thu Dec 13, 2001 3:00 am
Posts: 38
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another good, but very difficult, way to get exp is to figure out just how much you can buy exactly from a port. The target number will give you 5 points if you can figure the # out. So in a pair port run you can get get 10 exp in each sector, so let us assume you are in a freighter, and this is for a complete run, from one port to the other. 20 exp, 2 turns to port + 4 turns total to warp. 20 exp in 6 turns. so in 600 trading turns you will get 2000 exp. But it's exremely, very, very hard to find a formula to give you the target number. If anyone has any info on how to find this, I'd greatly appreciate it.

---==={LEX}===---


Fri Mar 22, 2002 3:45 pm
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Staff Sergeant

Joined: Mon Mar 04, 2002 3:00 am
Posts: 14
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Mega-Jettison is ok if you have the turns to spare. Also very effective if some jerk has destoryed the stardock.



Edited by - lord_of_the_left_hand on March 22 2002 7:24:33 PM


Fri Mar 22, 2002 10:23 pm
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Commander
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Joined: Mon Oct 29, 2001 3:00 am
Posts: 1096
Location: Tucson, AZ
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quote:
Mega-Jettison is NOT the best way to gain experience...KILLING PEOPLE is much more effective . From what ive heard, mega-j is inefficient at best


You're right about megajet. I used to use it, even wrote a very sophisticated script to do it efficiently, but I've learned that it's not all that practical.

It is the most efficient way of gaining experience in terms of credits per point. However, it costs a lot more turns than busting planets. The only time it makes sense to megajet is when you don't have enough money to bust planets. If you're playing solo, you can trade down a couple pairs and then megajet to get the initial experience you need to start stealing. If you have teammates, it's better to have everyone trade in their ships for Scouts and pool your credits so one person can bust planets and start stealing right away.

Suddenly you're Busted!


Sat Mar 23, 2002 1:57 am
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Commander
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Joined: Mon Oct 29, 2001 3:00 am
Posts: 1096
Location: Tucson, AZ
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quote:
would you guys reccommend against playing red if you cant planet bust?


Depends on other settings. You can get by without planet busting, it's just slower getting started.

Suddenly you're Busted!


Sat Mar 23, 2002 1:58 am
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Lieutenant J.G.

Joined: Sat Dec 22, 2001 3:00 am
Posts: 427
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quote:
another good, but very difficult, way to get exp is to figure out just how much you can buy exactly from a port. The target number will give you 5 points if you can figure the # out. So in a pair port run you can get get 10 exp in each sector, so let us assume you are in a freighter, and this is for a complete run, from one port to the other. 20 exp, 2 turns to port + 4 turns total to warp. 20 exp in 6 turns. so in 600 trading turns you will get 2000 exp. But it's exremely, very, very hard to find a formula to give you the target number. If anyone has any info on how to find this, I'd greatly appreciate it.
---==={LEX}===---


Do you have a way to figure out the exact best price? In my experience, it's a random price between about 94% of asking and 97%.


Sat Mar 23, 2002 2:32 am
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
another good, but very difficult, way to get exp is to figure out just how much you can buy exactly from a port. The target number will give you 5 points if you can figure the # out. So in a pair port run you can get get 10 exp in each sector, so let us assume you are in a freighter, and this is for a complete run, from one port to the other. 20 exp, 2 turns to port + 4 turns total to warp. 20 exp in 6 turns. so in 600 trading turns you will get 2000 exp. But it's exremely, very, very hard to find a formula to give you the target number. If anyone has any info on how to find this, I'd greatly appreciate it.

---==={LEX}===---



The follwing is not my info .. but I have passed it on .. One quick note .. I'me under the understanding that version 3 has changed the prices and as such you will actually need to get 100.00% of the product price .. The problem with this is that you need to buy the product during your first load .. you need to have an exact number of product to be selling/buying .. and you need to know the exact price the first go .. I'me not saying it's possibe .. but I wanted to try and script this and after talking to a few people I decided to not even try! .. use this info as you wish .. I take no responsibility in any of it being correct ..

AB> For anybody intrested this post will explain how to haggle
AB> successfully and get 5 experience points when selling equipment to
AB> ports trading at 100%.

AB> The port's inital offer is directly related to the best price, once
AB> the port has determined the best price it will multiply it by a
AB> "factor" then round it off to determine the port's inital offer. The
AB> "factor" is randomly chosen from one of 7 posible factors specific to
AB> that port and the product traded. I'll demostrate by using numbers that
AB> corospond to those you get with all *trader built* ports.

AB> You Are Selling Something You Are Buying Something

AB> Best Price * Factor = Port Offer Best Price * Factor = Port
AB> Offer
AB> 38,875 * 0.943 = 36,659 1,000 * 1.047 = 1047
AB> 38,875 * 0.942 = 36,620 1,000 * 1.048 = 1048
AB> 38,875 * 0.941 = 36,581 1,000 * 1.049 = 1049
AB> 38,875 * 0.940 = 36,543 1,000 * 1.050 = 1050
AB> 38,875 * 0.939 = 36,504 1,000 * 1.051 = 1051
AB> 38,875 * 0.938 = 36,465 1,000 * 1.052 = 1052
AB> 38,875 * 0.937 = 36,426 1,000 * 1.053 = 1053

AB> Although the best price might be different the factor will always be
AB> in the given range on *every trade*. Each port has a different range of
AB> factors for each product but they are always 7 factors spaced 0.001
AB> apart.
AB> If you don't know how to apply this to haggleing then I'll tell you
AB> how I do it. Using a psychic probe find the best price and find the
AB> lowest possible factor used on that trade, then "lower" it by .006 to
AB> get the minimum factor for that port in that product. On the next trade
AB> I'll "increase" this minimum factor by 0.005 (or more if you want) and
AB> I divide the port's offer by the factor, this is my initial bid. If
AB> the first offer isn't accepted then I'll "lower" the factor,
AB> recalculate, and bid again. If I'm faced with a final offer then I'll
AB> just use the minimum factor and it's guarenteed to complete the sale. I
AB> like to recalculate the minimum factor again if the first offer is
AB> accepted, the first minimum factor is usually "lower" then the real
AB> minimum factor. Note that when selling stuff, in order to "lower" the
AB> factor you must *increase* it, 0.943 is lower then 0.937, that's the
AB> way I see it.
AB> All that is helpful but it's not enough to get 5 points when selling
AB> equipment, so I've observed the price fluctuations in equipment buying
AB> ports trading at 100%. My method of getting 5 points is only useful at
AB> 100% (full) ports, the kind that evil traders like to use. Best prices
AB> always fluctuate in increaments of one credit per unit of equipment,
AB> and they stay within a given range depending on the day of the week.
AB> Here's a chart showing the possible prices *per unit* of equipment at
AB> *trader built* ports.

AB> Thusrday 144.5 145.5 146.5 147.5 148.5 149.5
AB> Friday 151.5
AB> Saturday 154.5 155.5 156.5 157.5
AB> Sunday 153.5
AB> Monday 155.5 156.5
AB> Tuesday 155.5 156.5 157.5 158.5 159.5 160.5 161.5 162.5
AB> Wednesday 154.5 155.5 156.5

AB> This pattern holds true for all ports, the fluctuations are one credit
AB> per unit. The eyecatching thing is that the best price per unit always
AB> ends in ".5", each port has it's own disticive "ending" which can be
AB> ".0", ".1", upto ".9".

AB> The way I get 5 points is to first determine the "port's ending", and
AB> the minimum factor. On the next trade I'll start at the "lowest"
AB> possible port factor and calculate a best price per unit which is
AB> rounded to the closest possible best price per unit. Then I take this
AB> best price per unit, multiply by the number of holds, multiply by the
AB> factor that I'm using, and round off, if the result is equal to the
AB> port offer then I use that best price per unit. Otherwise I do the
AB> whole process again using the next "highest" factor until a match is
AB> found. It is possible that two differnt best prices will give the same
AB> offer from the port, you won't overbid because you'll match using the
AB> "lower" factor, and it's a 50% chance that will be the right match,
AB> otherwise you still get 2 points.
AB> The Formulas do work but the *BIG PROBLEM* is the psychic probes, they
AB> don't seem to be accurate enough for trading smaller amounts of
AB> equipment. I havn't determined where the cutoff point is but I plan
AB> trying to determine just how accurate they are. If implemented
AB> correctly this method will work great for larger ships like mules and
AB> CT's. I hoped to be able to make it work flawlessly at ten holds but it
AB> will take quite some time before I've figured out Gary's psychic probe
AB> logic.
AB> I don't claim anything in here to be absolute truth, but I based my
AB> scripts on these formulas and assumptions and it dose work.


<<Doctor Who>>


Sat Mar 23, 2002 7:43 pm
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