This is the Seventh Part of Random Tips
for Absolute Newbies. Don't worry about
sequence, the tips are Random, so you
can read them in any order.
Time
Always check "Ship"s Time'. I don't know
what time it is in your house, but you go
by Ship's Time...(C)omputer (T)ime.
'Midnight' is a very significant moment.
The game resents at 00:00...(whenever
that falls on the server).
At that moment, if you are not online;
- If your ship is in Fed Space and over
the limit in fighters it will be towed
to some out of the way Sector;
(you might want this in early days
to help you locate a safe sector).
- Ships you have captured which are in
Fed Space are confiscated.
Be warned!
If your ISS is at the Star Dock and you
have just Beamed to a Scout Marauder you
have captured and the game resets...
You will lose that ISS!
Be conscious of the Time and where you
and your assets are. A ship outside of
Fed Space will not be confiscated. It
may be attacked by another player, but
Fed Rules only operate in Fed Space.
It is better to find yourself anywhere
but Fed Space at midnight.
- If you have over 99k credits and you
are playing good, you will be taxed.
Whether you're logged on or not, if you
are playing "Good", and have over 100k
on you, you will be taxed.
Make it second nature to keep your on hand
cash under 100k. Deposit your credits to your
bank in your Citadel (where it gains interest)
or at (G) the Bank at the Space Port.
- At 00:00 cloaks fail.
- The day changes at midnight. Hence if you
are planet building, at 00:01 it is a new day,
so make sure that you have everything you
need so as the moment your Level 1 (or 2 or 3)
completes, you can instantly go into your
Citadel and start the next level.
Quasar Cannons are Worthless Until you Set
their Level, Sector and Atmosphere. Make
sure, you are on at midnight to set that
Level.
Those who play evil will virtually "time"
you so that they will capture your planets
before the Q cannon is operational.
The real protector of your Sector are your
Q cannons.
Ferrangi Fights
When you fight a Ferrangi, have patience.
Never assume that as they have 200 fighters
with Shields at 100% 300 fighters will do
the trick.
The Ferrangi will explode. You've wasted
fighters and if you haven't been buying
shields, you're toast.
You fight Ferrangi MID GAME.
You do this to;
a) gain alignment so that you can apply
for a Federal Commission at the (P)olice
Station at the StarDock.
A Federal Commission allows you to
Transwarp directly to Fed Space.
IMPORTANT INFORMATION
When the game begins, you don't have
the credits to buy a ship which can
hold a Transwarp drive, (which you
also have to buy).
Fighting Ferrangi in Early days is a
sure way to lose.
You waste turns, you waste resources,
and while everyone else is planet
building, you are chasing Ferrangi.
Alignment, points, mean nothing in the
early part of the game. You play "good"
no matter your intentions because you
begin the game weak.
In classic games you have 30 fighters
and 300 credits and are in a ship that
takes three turns to warp.
You trade for a Freighter which takes
2 turns to warp and buy a density
Scanner.
You're still weak, but at least can
'see' what's ahead of you.
In Mid Game where you have the credits
to buy a strong ship that can take a
Transwarp Drive then you fight Ferrangi.
You do this not simply to break the monotony,
but for a Federal Commission.
It is a waste of resources to Transwarp from
your Homeworld to some place outside of Fed
Space where you've parked a fighter, travel
in two or three hops, (six or nine turns)
take up Colonists and Transwarp back.
To allow you to go from your homeworld
directly to Terra you need a Fed Commission.
You get that by killing evil players and
Ferrangi.
Hence, at the point you can afford a ship
with a Transwarp you start killing Ferrangi
for that precious alignment, and, sometimes
for the ship they are flying which you sell
at the Star Dock.
Missile Frigates will get you over 100k,
Cruisers, 34k.
When you've won a ship, sell it at the Star
Dock.
Some, like the Assault can only Transport
in the Sector, others can Transwarp various
numbers of "hops". Towing a ship wastes
a lot of turns, sometimes it's worth it,
sometimes it is not.
If you read the daily log, you will find
that the best players often fight Ferrangi
the least.