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| Tip 4: Evil Functions http://www.classictw.com/viewtopic.php?f=13&t=10402 |
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| Author: | Phoe6e [ Wed Jan 23, 2002 3:58 am ] |
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Descriptions below are for version 54 - turns per cycle may be less in previous versions. A cycle is one loop from starting point back to starting point. Retreat Penalty: This penalty is applied when a player retreats from enemy sector fighters and is equal to the ship turns per warp. (Same as moving a sector). If a player has 0 turns, they may still retreat. Flee Penalty: This penalty is only applied when a player attempts to land or port after fleeing. If the player uses a turn doing anything else before landing or porting, the penalty will not be applied. This change is intended to increase the turn cost of SDF from 2 turns/cycle to 3 turns/cycle on average by penalizing a turn roughly 50% of the time. ROB Functions: MegaRob: - available in MBBS mode only No experience is needed but you must have at least -100 alignment. Works by robbing between 3.3 - 6.4 Mil (as high as 6.7 has been robbed successfully but bust rate is much higher). To get all funds off port in one rob - see CleanPort Rob Port: - Use formula in Tip 3. If credits onhand are less then your allowable rob amount, use CleanPort CleanPort: When onhand credits of port is under your allowed amount according to Tip 3 or if Megarobbing, use the following Formula: Onhand amount/.90 = creds to rob. STEAL Functions: Descriptions below are based on proper experienced evil using full hold (250) Colonial Transports (Colts). To find the minimum experience needed for stealing full holds, refer to Tip 3. Most all evil functions are done at xxB ports. Sell/Steal Cycles: SST: Sell, Steal, Transport - 6 turn cycle - self supportive Setup: 1 Colt at each port within transport range of each other 1. Port and Sell Equip - ship 1 2. Port and Steal Equip - ship 1 3. Transport to Ship 2 4. Port and Sell Equip - ship 2 5. Port and Steal Equip - ship 2 6. Transport to Ship 1 SSR: Sell, Steal, Retreat - requires enemy fighters This method was eliminated in earlier versions by the addition of turn cost for retreat. (Retreat takes turns equal to ship turns per warp) SSF: Steal, Steal, Flee - 5 turn cycle - requires 3 corpies online Setup: 1 Colt; 1 planet & 1 corpmate (pinger) in each sector upgrade ports so each has 270-300 equip onhand You will not flee from corpmates so either run 2 corps (red/blue) or be sure corp alignment is ok to drop/rejoin. When evil and pingers are of different corps, you may begin. 1. Port and Sell Equip 2. Port and Steal Equip 3. Non-Corpie Attack with 1 fighter 4. Flee to 2nd sector 5. Port and Sell Equip 6. Port and Steal Equip 7. Non-Corpie Attack with 1 fighter 8. Flee to 1st sector Steal/Drop Cycles: SDT: Steal, Drop, Transport - 4 turn cycle - self supportive Setup: 1 Colt & 1 planet in each sector; upgrade ports so each has 2000 - 3000 equip onhand 1. Port and Steal Equip 2. Land on planet and drop Equip 3. Exit planet back to sector 4. Transport to Ship 2 5. Port and Steal Equip 6. Land on planet and drop Equip 7. Exit planet back to sector 8. Transport to Ship 1 9. Sell product back to port when 0 onhand SDF: Steal, Drop, Flee - 3 turn cycle - requires 3 online Setup: 1 Colt; 1 planet & 1 non-corpmate in each sector upgrade ports so each has 2000 - 3000 equip onhand You will not flee from corpmates so either run 2 corps (red/blue) or be sure corp alignment is ok to drop/rejoin. When evil and pingers are of different corps, you may begin. 1. Port and Steal Equip 2. Land on planet and drop Equip 3. Exit planet back to sector 4. Non-Corpie Attack with 1 fighter 5. Flee to 2nd sector 6. Port and Steal Equip 7. Land on planet and drop Equip 8. Exit planet back to sector 9. Non-Corpie Attack with 1 fighter 10. Flee to 1st sector 11. Sell product back to port when 0 equip onhand and repeat Hekate hekate@twlinks.com http://www.twlinks.com http://www.playtw.org:90 telnet://terra.playtw.org |
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