This is the tenth part of Random tips
for Absolute Newbies. It doesn't matter
in what sequence they are read.
Twenty Five
Tradewars offers the option of playing
singularly or in a corporation and you
can change your status as often as you
want.
Forming a Corporation at first log in,
(with you as the only member) is standard.
This allows you to buy a Corporate Flagship.
As only C.E.O.s can buy such a ship, you
can see why appointing yourself a C.E.O.
is such a good idea.
If you are playing Evil, that's the best
ship you can buy, as you can not get an
ISS for which you need a Federal Commission.
(I discussed Fed. Com. before.)
Flagships take Transwarp Drives, can hold
a good many shields and Fighters. It is
far cheaper than the ISS. Many players
stick with the Flagship, even when they
can buy an ISS.
Twenty Six
If you have formed a Corp, when you
create a planet, or deploy fighters
or mines, the question will be asked;
is this a personal or corporate action?
One strategy is to have two sets of
planets, some as "personal" others
as "corporate".
Sometimes you might meet a player who
wants to join your Corporation, or
invites you to join theirs.
You can only be on one Corporation at
a time, hence you make the decision.
Yes, there is strength in numbers, but
there is also danger. Unless you know
the other player well, he might have
treachery in mind.
Twenty Seven
This is a "cheat". If you are discovered,
you might be kicked off the game or banned
from the Server.
However, sometimes this is necessary...
that is, to create a "dual" who belongs
to your corp.
You might need this dual to tow your ship
from Fed Space if you've run out of turns.
You might need the dual to get to your
planet and turn on a Q cannon.
This one action, then the abandonment
of the dual might be necessary to save
your life.
If you only perform one or two actions
then abandon your "dual", you may not
be discovered or punished.
It is a cheat, never forget it.
If you create a dual, be warned,
you stand the danger of being
kicked off the server.
Twenty Eight
When you have multi-player Corporations,
work is divided. Sometimes both will
ferry colos in early game. Sometimes one
ferries, one trades.
On larger corporations, there may be
one "explorer" whose only task in early
game is to go from the First to Last
Sector and advise others where and what
is ahead.
Twenty Nine
The danger of corps is when your "corpie"
decides to kill you or Transwarp the best
planet somewhere else, or take all the
credits from the treasury...
There are players who have never won a
game in their lives, but have caused a
lot of other players to lose.
The basic strategy of these Yammers,
(as I call them) is to exploit other
players and gain their assets.
They don't win, as the better players
destroy them later in the game. They
never had a real chance of winning,
but have prolonged their "lives" by
taking your's.
Hence, to Corp or Not to Corp remains
an open question.?