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| Game Play Basics http://www.classictw.com/viewtopic.php?f=13&t=31136 |
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| Author: | Helix [ Sat Mar 12, 2011 11:20 am ] |
| Post subject: | Game Play Basics |
What are the basic things required for a new player to know how to do if they are new to TW or a TW retread? 1. Passive gridding 2. Paired Port Trading 3. Join a corp in every game (if you can) 4. Ask questions. (realize you are going to die, its not personal. Ask the guy that killed you: How did you kill me? and What can I do to stop it next time?) 5..... H |
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| Author: | Cruncher [ Sat Mar 12, 2011 1:33 pm ] |
| Post subject: | Re: Game Play Basics |
Helix wrote: What are the basic things required for a new player to know how to do if they are new to TW or a TW retread? 1. Passive gridding 2. Paired Port Trading 3. Join a corp in every game (if you can) 4. Ask questions. (realize you are going to die, its not personal. Ask the guy that killed you: How did you kill me? and What can I do to stop it next time?) H 5. Download & Register Swath 6. Read everything on www.navhaz.com 7. Learn how to map the universe and locate the Zero ports, and Alien home worlds. 8. Pay toll figs, avoid ALL figs if the owner is online 9. Don't rely on World Trade unless in a high turn game and you can watch it. 10. Don't build too early. Trade, map, grid bubbles study the planet and ship edits before you decide what to buy or build. DO NOT enter a sector with an enemy fig while they are online! Or if you must, learn how to kill the fig fast! |
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| Author: | Singularity [ Sat Mar 12, 2011 2:29 pm ] |
| Post subject: | Re: Game Play Basics |
Off the top of my fron... Lawnmow ZTM Ptorp Pdrop Gridding Macros How to read the edit How to read a dscan The $/turn of common cashing methods How to calculate turn cost of stuff |
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| Author: | Cruncher [ Sat Mar 12, 2011 4:50 pm ] |
| Post subject: | Re: Game Play Basics |
Singularity wrote: Off the top of my fron... Lawnmow ZTM Ptorp Pdrop Gridding Macros How to read the edit How to read a dscan The $/turn of common cashing methods How to calculate turn cost of stuff I think "retreads" (btw hate that term) need things a bit simpler than that even. Lawnmow - never heard of it before seeing the "mow" script in TWX = express move while killing figs in path. ZTM - This I knew, but if you've never used "helpers" before this is Greek = Zero Turn Map - a helper function. Ptorp - entirely new use of this invasion weapon today, now it's a PvP weapon = photon Pdrop - wicked use of planets as weapons, rarely if ever used in the mid 90's = planet drop gridding - takes on a whole new meaning when paired with planet drops (Pdrop) Macros - OK, yeah we had those! Strings of keystroke commands. How to read the edit - Old door and HVS games did not have the * menu. I think we need an entire portion of this forum set aside to explain each of these edits and their effects on the game. How to read a dscan - Density scan, we had that then, still very important today. http://tradewars.fament.com/Cruncher/Advice.htm#Density Scans & Anomolies The $/turn of common cashing methods - best to learn from corping with more experienced players who can teach you the finer details of cashing. How to calculate turn cost of stuff - Yeah, desktop calculators come in handy! As do keen observation skills. |
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| Author: | Singularity [ Sat Mar 12, 2011 5:46 pm ] |
| Post subject: | Re: Game Play Basics |
Cruncher wrote: Lawnmow - never heard of it before seeing the "mow" script in TWX = express move while killing figs in path. There's a few in other languages too. I think rev had one for zoc. But basically it just plots a course from your TA to where-ever you tell it, creates a macro that moves to each and sends a figkill wave. It creates a long string that looks like... m 1234 * z a 9999* m 2345* z a 9999 * m 3456 * z a 9999* There are some substantial weaknesses in a mow, but early on nobody will have millions of figs out so it's a good way to get from point A to point B before you can be killed. It is possible to torp a mower if you're very fast, or use an "anticipation" torper, but it's not easy. If you use a mower sparingly (mow to dock, mow out) then you can usually get someplace before the enemy sets up a torper to hit you. Cruncher wrote: gridding - takes on a whole new meaning when paired with planet drops (Pdrop) LOL, yeh, that's why I made this years back: http://www.navhaz.com/dny_tw_tutorial.txt It's still mostly accurate, altho some of the bot details need updated. Cruncher wrote: How to read the edit - Old door and HVS games did not have the * menu. I think we need an entire portion of this forum set aside to explain each of these edits and their effects on the game. Some sysops explicitly want people to spend time discovering and learning the edit. There's a lot more than just the * menu. Most of that menu you can find in other screens. The real challenge is usually the planets. Do they produce figs, product, etc? How fast are they? The game does a major change when planets get mobile. So knowing that will shape your strategy. Cruncher wrote: How to read a dscan - Density scan, we had that then, still very important today. Yeh, sadly people still don't pay attention to them. You can scan from a non-figged sector and see whether the adjacent stuff is figged or not. If you compare that to a fig list (or have a script that does) then you can see where your figs are and where the enemy figs are w/o having to holoscan. Cruncher wrote: The $/turn of common cashing methods - best to learn from corping with more experienced players who can teach you the finer details of cashing. PPT varies based on TPW, but it's usually under 5k per turn. SSM varies on TPW too, but it's usually under 10k per turn. SST is around 12k per turn, depending on ports. SDT is around 17k/turn, assuming good ports and 100% ptrade. You can get upwards of 20k/turn SDT if you get perfect ports, tho. A little outdated, but still good: http://tw-cabal.navhaz.com/strategy/economy1.html Cruncher wrote: How to calculate turn cost of stuff - Yeah, desktop calculators come in handy! As do keen observation skills. Yeh, paying attention helps. Additionally, planning ahead too. If you are 20 hops from dock, in a 4tpw ship, and need to go get a ship from dock that has a twarp on it, why not consider putting an xport ship somewhere in the universe? I usually build an xport network in most games, and create a macro like this: x 22* 23* 24* * You can xport from 22 to 23, to 24. And if one isn't available, the game will still xport you to those that are. So you can build a network, make a macro to xport you around it, and use that to get yourself out of a bad situation sometimes. Or, at the very least, use it to get ships from one side of the uni to another. |
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| Author: | Cruncher [ Sat Mar 12, 2011 6:26 pm ] |
| Post subject: | Re: Game Play Basics |
Singularity wrote: Yeh, paying attention helps. Additionally, planning ahead too. If you are 20 hops from dock, in a 4tpw ship, and need to go get a ship from dock that has a twarp on it, why not consider putting an xport ship somewhere in the universe? I usually build an xport network in most games, and create a macro like this: x 22* 23* 24* * You can xport from 22 to 23, to 24. And if one isn't available, the game will still xport you to those that are. So you can build a network, make a macro to xport you around it, and use that to get yourself out of a bad situation sometimes. Or, at the very least, use it to get ships from one side of the uni to another. Yes, if someone is camping out in front of your door, having a transport ship near Terra is always handy. But back to basics - when running a mixed corp be certain to keep junk ships available for the reds to rob in, so when they bust loosing holds is not an issue. I would normally keep MF's for this, the red I'm with now is very frugal and uses scouts. Ah yeah the bug Mega Robbing - I've been told the limits are 3,276,800.. 6,553,598, but that's the rob. The actual low is 2,949,120 / .9 = 3,276,800 and high is 5,898,238 / .9 = 6,553,598. So, when a port has between 2,949,120 and 5,898,238 you can then rob the entire amount plus 10% no matter what your experience is as long as your alignment is -100. When playing with photons (fotons) many new players forget that when they are carrying a photon and run into mines or nav haz, they blow-up in their faces and THEY loose turns. |
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