quote:
Originally posted by Bnix13
I know the 5 basic jobs for a mixed corp. 2 reds cashing, 1 blue colo running, 1 blue explorer/hunter, 1 blue furber, I know it depends on edits but these being the 5 basic roles of corp member I find little after that, Reds are self explanetory, so is furber and colo runner, even though I'de like to know some suggestions how i could improve in each area. My real question what would be the best way to explore, is e-probing bad, I find it good when there's no fig clowd (early on) but i've found that some people don't agree, also what is the best way to use the grimey trader to find people?
Sure I'll take a stab at this.
The roles in TW are:
Casher
Gridder / Hunter
Builder
Support
The type of game and edits completely determines these rolls. I wish you had played in BG3 or TCW were there were plenty of examples. But I'll try here.
1.) Builder:
This is completely based on edits. In a stockish game, you want to colo enough to get upgrades, and that is about it. Your planets don't produce enough to be worthwhile. Perhaps coloing an Organic Farm to sell of organics isn't too bad. If the game has planets that produce figs quickly, than colos are more important. In some edits you are better to not have reds, and go all blue (Chess). In general, if planets aren't super producers, you keep enough colos to upgrade, building multiple bases, and hoping one survives. Than you move the lvl4's in to grab colos quickly. There are multiple methods for coloing, each depending on edits:
Twarp
Bwarp
MultiCycle Bwarp
All depending on edits would determine the best type.
2.) Support
This person furbs, does extra colos, or does upgrades, moves ships around, runs saveme, does whatever is needed to support the operations of the other players active. Could be sitting in a tholian while corpies colo. Could be running a pdrop while corpies setup invasion, etc. This is not a full time roll, but comes and goes. Obviously if you dont' have reds, you don't need a furber
3.) Casher
Cashers can be reds cashing in a variety of methods (SSM, SDT, SST, Megarob). They are usually supported by the Support person. Their entire purpose is to make money at the highest efficiency. Once again, this is edit dependent. If you have a 50% planetary trade factor, than SDT is bad. If it is not MBBS you cannot megarob. But if the rob factor was 10% you could RT for cash.
4.)Gridder/Hunter
Hmm...this is well, very game dependent. If it is a turn based game, and eprobes cost 20k each, probably gonna be rough. Most games eprobes are 1k-3k each. So with enough cash, reasonable to probe. I am a huge fan of eprobes, I'm sure those who played TCW or BG3.5 can attest to that. How to grid. Well, it really boils down to two philosphies.
a.) Get a ton of figs out there
b.) Grid to specific places
I support method b, as it works the best for me. I would prefer to have my 3k figs in specific spot, more than 4k figs everywhere. The problem with grid / explore / eprobe, is that you have to follow up. If you gridded an area, and now the figs are gone and ports don't report, could the enemy be there? If it is a 6 way, probably not. But is it a nice DE, 10 hops from terra? Been covered for 10 days? Could be. The big part about grid / explore is reading the data, and looking for things in it. Feel free to contact me if you have more questions. And I'm sure you'll learn alot of this in the turns games coming up.
Jhereg