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Random Tips for Absolute Newbies X

More tips for the Newbie playing Tradewars.

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.?

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