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Chief Warrant Officer

Joined: Sat Oct 30, 2004 2:00 am
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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?

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Sat Nov 06, 2004 6:38 am
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Correct me if I’m wrong but old Grimy don't work if you leave figs under every port you visit while PPTing and such that was probably how griding started in the first place.

To get info from old Grimy just ask him about traders answer no to the first question then answer yes to the next question and type in the name of the player you are trying to trace repeat till you run out of cash and have no better info then what you started out with.

Most corps I play on have mixed duties except the reds they are mostly for cash but that never excludes them from the other duties mainly griding would be the other duty when it needs to be done and only when it is really needed red turns are usually best used for cashing. Blues need to share their duties for most part or that is at least how I like to play. I have found that if you make someone just colo or furb every turn they kinda end up quitting after a few days unless that’s what the person likes to do.

e-probing is a large part of exploring in a turn based game even after the fig clouds start to go up usually one person does the e-probing so that his data base would be the one hunting data would be search from to find where to look for the other players. Then you get into port loss tracking and looking in the areas that the e-probes were not able to reach.

Furbing is kinda just furbing but your are not just ferbing you are your reds support you need to keep there ships stocked with cloaks, set up the SDT area when they are ready to start playing there turns, pull the cash from them after they bust, and you will end up helping them back to a safe place to logout and cloak when they are done running there turns whether it be by cloak tow or just spotting for them on there way in to fed space. There are some areas you can throw your own style into the process but that is about it.

Coloing comes down to how many turns you use per colo you get from terra. The less turns per colo the better some ideas to save turns would be If you have a L4 planet move it next to fed to use less ore and move more colos per trip. Or you can run more then one trip per load of ore while coloing this can save you a few turns in the process and throw off a colo counting script if someone is running one while you are coloing. Also planet beamers are a great turn saver for the price you can buy one as soon as you have L1 cit and only cost 1 turn to use it no mater what the turn setting on the ship you are using is.

Hope this answers your questions or give you some insight into how to better your game play.

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Sat Nov 06, 2004 8:26 am
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Joined: Thu Mar 21, 2002 3:00 am
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quote:Originally posted by Speed Demon

Correct me if I’m wrong but old Grimy don't work if you leave figs under every port you visit while PPTing and such that was probably how griding started in the first place.


You are correct about Grimy. Leaving a fig under a port will keep that port from showing up on Grimy's list. As for gridding, well, I think it was more because of port loss tracking and the proliferation of probe scripts.

quote:
To get info from old Grimy just ask him about traders answer no to the first question then answer yes to the next question and type in the name of the player you are trying to trace repeat till you run out of cash and have no better info then what you started out with.


You can also use the bribe feature.
http://www.eisonline.com/twforum/topic. ... IC_ID=4460
scroll down a bit to see how the bribe feature is used. Often it takes closer to 200k, and of course, it don't work if they are dropping figgies.

quote:
Most corps I play on have mixed duties except the reds they are mostly for cash but that never excludes them from the other duties mainly griding would be the other duty when it needs to be done and only when it is really needed red turns are usually best used for cashing. Blues need to share their duties for most part or that is at least how I like to play. I have found that if you make someone just colo or furb every turn they kinda end up quitting after a few days unless that’s what the person likes to do.


I totally agree. It's nice to assign default jobs to certain people, but you have to be flexible. Some people like planet building, some like the interaction with their reds and furbing, and most people like exploring/hunting/killing. Flexibility not only makes your corp more well rounded, it relieves the monotony. And your reds should be willing and able to grid if necessary. I wouldn't recommend they do colorunning, but if you absolutely need to get that cit rolling to L4, and your blues are on holliday, then they had better suck it up :)

quote:
e-probing is a large part of exploring in a turn based game even after the fig clouds start to go up usually one person does the e-probing so that his data base would be the one hunting data would be search from to find where to look for the other players. Then you get into port loss tracking and looking in the areas that the e-probes were not able to reach.

Yeah. But it's nice to have 2 blues with good databases if you can afford it. If you are using helpers like twx or swath, be sure to share your databaes with everyone. You only need one person doing a full ztm, for instance.

quote:
Furbing is kinda just furbing but your are not just ferbing you are your reds support you need to keep there ships stocked with cloaks, set up the SDT area when they are ready to start playing there turns, pull the cash from them after they bust, and you will end up helping them back to a safe place to logout and cloak when they are done running there turns whether it be by cloak tow or just spotting for them on there way in to fed space. There are some areas you can throw your own style into the process but that is about it.


And when they are done furbing, they should be gridding :)

quote:
Coloing comes down to how many turns you use per colo you get from terra. The less turns per colo the better some ideas to save turns would be If you have a L4 planet move it next to fed to use less ore and move more colos per trip. Or you can run more then one trip per load of ore while coloing this can save you a few turns in the process and throw off a colo counting script if someone is running one while you are coloing. Also planet beamers are a great turn saver for the price you can buy one as soon as you have L1 cit and only cost 1 turn to use it no mater what the turn setting on the ship you are using is.

If you have a mobile and you are moving it next to fed, it's a good idea to have someone else sitting on the cit, ready to warp it out in case of trouble. And if there is trouble, don't just warp to your home base. Warp to some random figged sector first. You don't want to drag any hitchikers home.
quote:
Hope this answers your questions or give you some insight into how to better your game play.

Me too.

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Sat Nov 06, 2004 3:39 pm
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Lieutenant J.G.

Joined: Wed Oct 15, 2003 2:00 am
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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


Sat Nov 06, 2004 3:41 pm
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i like the grimy trader. he comes in handy :)

Slim

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Sat Nov 06, 2004 7:06 pm
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Lieutenant J.G.

Joined: Wed Oct 15, 2003 2:00 am
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Slim,

I saw what was written on a stall wall about you and Grimy....ewww...

Jhereg


Sat Nov 06, 2004 7:18 pm
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shhhh

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Sat Nov 06, 2004 7:20 pm
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