Solace | Tip of the Day |
| Well, seeing as we've been getting a lot of members who are new
to the game, I thought it might be helpful to some people if I started doing
a tip of the day; basic, useful tibits of TDZK
knowledge that should be easy to absorb and apply. Hopefully they'll stop new
members from making some common mistakes and asking me the same questions
over and over again.
JUNE 28 2003
A good tradeship usually has
speed and cargo holds as its only upgrades. Never bother with defense, power,
weapon, etc. upgrades. You can optionally buy drone hangers to drop scouts,
but you must buy them last. Once you decide to buy drone hangers, you're basically
deciding you're not going to buy any more speed / cargo holds (unless you
downgrade the hangers first). For around 500 million you can get a 30 speed,
1200 hold freighter that can rake in the experience and cash quite quickly.
The only VITAL equipment is the SSJD. Very useful are
scanners (to scan for aggies), a drone transponder
(in case you do run into aggies), a cloaking device
(to decrease your chances of being seen) and optionally a SRG (can help vs hunters). Every one of these has saved me from a pod
at least once, but as I said, the only imperative one is the SSJD. |
06/28/03 10:56:02 EDT
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Solace
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Re: Tip of the Day
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JUNE
29 2003
Upgrade order
matters. Buying your upgrades out of
order will quickly jack up the price of your ship and make the remaining
upgrades much more expensive. Thus, it's important to carefully plan out your
route so you get the right upgrades first. Upgrades should be in the
following order: Tcomps => Cargo/Main
Engine/PHPs/SHPs/ => Drone Hangers => All Other Upgrades.
(The idea is to get the most expensive upgrades first
because they increase the most with ship level. However, even though TComps are less expensive than Cargo/Engine/xHPs, you would buy them first because they only increase
ship level by 5 instead of 10, and this comes to be less expensive overall)
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06/29/03
00:32:48 EDT
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Solace
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Re: Tip of the Day
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JUNE
30 2003
You're still shown as online for ten minutes after you
log off. Thus, if you're messaging someone and wondering why they're not
responding, then get annoyed because it looks like they just logged off
without answering you, realise they actually logged
off ten minutes ago. This applies to all places in the game that show an online
status.
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06/30/03 00:05:53 EDT
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Solace
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Re: Tip of the Day
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JULY 1 2003
(Because apparently some people need some reminding)
Normal movement takes: TWO TURNS
Docking (planet or port) takes: TWO TURNS
Using a SSJD takes: TWENTY TURNS (SIXTEEN for Tamaran, EIGHTEEN for Quelaar)
Undocking takes: ONE TURN
Using a jump node takes: TEN TURNS
Movement in a speed aura takes: ONE TURN
Building on the planet takes: TWICE YOUR SPEED IN TURNS
Initiating combat takes: EIGHT TURNS
When you're running low on turns (say, under 100) be very
conscious of turn costs so you don't get stuck in open space. More often than
not, you'll be killed, espeically if it's near a highly
traveled area like a port or a jump node.
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07/01/03 00:16:04 EDT
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Solace
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Re: Tip of the Day
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JULY
2 2003
Use the notices! They're not only for hunters to find potential kills; a smart
trader will check the news / notices regularily and
will probaly save himself from a couple of pods
that way. Notices are useful in a few ways:
1) By filtering the nocies to system
only, you can get a general idea of what hunters are active in the system.
When you're ready to trade, you can do a quick runthrough
of who's online to figure out the potential threats and determine whose scout
drones you should be avoiding off the bat.
2) You can see if/where people have been dropping stacks of aggy mines, and therefore scan for and avoid them.
3) You can see recent kills by random hunters in the system and
check if they're stil active. Several people here
could have avoided a pod if they'd done this.
You can also sometimes get an idea of which ports /
stations are being frequently raided in the area, andd
thus avoid logging off at them. Either way, check the notices consistantly and often.
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07/02/03 00:21:55 EDT
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Solace
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Re: Tip of the Day
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JULY
3 2003
DON'T SPEND
MORE TIME IN SPACE THAN YOU ABSOLUTELY HAVE TO!
This is the number one cause of deaths and the easiest to
avoid. Every
moment in open space as a trader should
be spent doing the tasks necessary to get docked again. You should know
exactly what you need to do and click to do it the instant it's possible to do so.
-DON'T read your messages in space.
-DON'T check the new forum post in space.
-DON'T look at the latest news/notices in space.
-DON'T check the who's online list in space.
-DON'T chat on IRC in space.
-DON'T do anything that leaves you idle in space, even if just for a second,
under any circumstances.
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07/03/03 00:17:43 EDT
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Solace
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Re: Tip of the Day
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JULY
4 2003
Make sure you have a decent chance of docking at a
station before attemping to. The way to figure out
this chance is as follows:
You have 100% chance of docking at any station within (+ or -) your current alignment. So if you have an alignment
of 100, you're certain to be able to get into a station up to align 200 and
down to align 0.
For every point AWAY from this 100 point range (+ or -),
your chance of docking successfully drops by 1%. Thus, If you were at
alignment 100 and you tried to dock at an align 201 station,
you'd have a 99% chance. IF you tried to dock at a 250 align station, you've
have a 50% chance. If you tried to dock at a -70 align station you'd have a
30% chance.
You can always dock at any neutral (align 0) station,
regardless of your own alignment.
Try to aim at having at least a 50% chance of docking
before attempting to do so. You don't want to spent
more time sitting in space outside a station than you have to.
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07/04/03 17:16:11 EDT
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Solace
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Re: Tip of the Day
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JULY
5 2003
Nexus (9k), and Port Concentric
in particular, are extremely dangerous places to trade and buy equipment, repsectively. Concentric is attractive to new players
because it's neutrally aligned, close to all the racials,
and sells everything you need to get a good tradeship.
Unfortunately, many veterans know this and relentlessly hunt / camp the
system/station. AVOID TRADING IN NEXUS. AVOID BUYING FROM CONCENTRIC.
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07/05/03 00:11:31 EDT
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Solace
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Re: Tip of the Day
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JULY
6 2003
http://tdzk.madox.net/ is easily the most useful resource
that exists in TDZK. It is excellently fan run and offers two things:
Ship Design
Calculator
http://tdzk.madox.net/ship.php
This calculator lets you design any ship, for any race,
and allows you to see it's effectiveness. You should always pre-plan every
ship in the Ship Calc before going out to buy it. The calculator assumes you
bought everything in the correct order when determining the price.
Station Listing
http://tdzk.madox.net/stations.php
Simple enough. Shows all the stations in the game and
what they sell. Nice for planning out the order in which to buy things for
your ship.
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07/06/03 12:57:19 EDT
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Solace
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Re: Tip of the Day
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JULY
7 2003
(Allright,
sorry I haven't been keeping up to date on these. Some backlog to go through)
Ports refresh at :00 and :30. This means that their goods
are changed / restocked, apparently randomly. Often this means that the ports
have optimal trading conditions at the refreshes, with many full and empty
stacks that allow for maximum cash and experience. Try to time your trading
times to be centered around the refreshes. If you
can leap on the good deals (extremely high stacks to extremely low ones)
before other traders do, you'll make more cash and more exp with less turns.
Taking advantages of good routes is what defines a good trader from a bad
trader, and what lets the good one level up so much more quickly.
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07/10/03 23:56:32 EDT
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Solace
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Re: Tip of the Day
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JULY 8 2003
If you're hunting a trader and he's too fast to pod normally,
try dropping a single aggy drone in his flight
path. When he comes into the sector he'll run into it. Be aware that aggies can't be dropped at jump nodes or stations, and
that they don't attack when a player undocks but only when he moves into that
sector. To kill cloaked or higher level players, aggy
drones might need some scout drones too, otherwise they could fail to attack.
If this happens to you while trading, move as quickly as possible away from
the sector. DON'T stop and read the drone combat screen or you'll almost
certainly be killed.
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07/10/03 23:57:08 EDT
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Solace
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Re: Tip of the Day
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JULY
9 2003
You can learn a lot from the remote examine screen. Say,
for example, that you are trading and all of a sudden you see a warship in
space. You dock immediately without getting shot at, but you're not sure if
it was a coincidental run-in or if the guy is waiting outside for you. You
can find out by watching his last activity on the remote examine. Spam the
refresh button and watch to see how it corresponds to the actual time. If
both are consistantly the same (to the second),
this usually means he's camping in space (waiting outside and constantly
refreshing), and you can assume he's waiting for you.
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07/10/03 23:57:44 EDT
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Solace
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Re: Tip of the Day
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JULY
10 2003
A warship has three "standard" peices of equipment: the SSJD, scanners, and a cloak.
SSJD is imperative on all ships, no matter what. Scanners and cloak can can both be exempted if
necessary, but they are highly reccommended. The cloak is valuable
not only for the init bonus, but for the pure surprise factor and the fact
that they can't trigger on you if they can't see you. Scanners are useful for
scouting an adjacent sector to see if it's safe
(checking the escorts on a raid you're planning on jumping, for example) and
for getting better scan checks. Specialised designs
that need more unique equipment (such as a PGG, or EToS,
for example) can do without the scanners, then the cloak, but in general you
should aim to have both of them.
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07/10/03 23:58:13 EDT
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Solace
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Re: Tip of the Day
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JULY
11 2003
If you're trading and you see A) new drones or B) a new
aura appear in one of the sectors along your route,
run and dock immediately. These are almost always signs that a cloaked hunter
is in the area trying to stop / kill you. Auras appear on the top left of
your display, under the Current Sector information.
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07/13/03 13:21:18 EDT
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Solace
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Re: Tip of the Day
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JULY
12 2003
There are many situations in TDZK where you have
information you want to look at but you have to move too quickly to read it
all. Using the 'open new window' command can be helpful. For example, let's
say you're trading and there are lots of scout drones at the port. You want
to check to see if the owners are online without staying in space too long.
You undock, open the 'move' command in a new window and
immediately switch to this new window. You're in the next sector now, and you
dock. Now, you can go back to the first window, which still shows you at the
previous sector, and can check all the scout drones (by opening them in new
windows too, or else you lose the sector screen) at your leisure.
Or say, perhaps, that you defeat another ship in combat.
It's important that you move or dock immediately instead of staying in the
sector, else a bigger fish comes in to take you out. If you want to save your
combat reports to see how you did, do the open in new window move to get out
of the sector and save the combat reports for later viewing.
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07/13/03 13:22:13 EDT
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Solace
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Re: Tip of the Day
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JULY
13 2003
Try to avoid logging off at ports under level 40. They
are fairly easily raided and ports level 5-7 can usually be soloed. If the
port you are docked at is raided, you are ejected and will be killed.
Extremely high level ports are usually pretty safe to log off at, but they
are also big targets for major alliances because of all the people docked
there. The ideal port to log off at is a mid-high level port with not many
people in it, because it wouldn't be worth the effort to raid.
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07/13/03 13:29:34 EDT
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Solace
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Re: Tip of the Day
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JULY
16 2003
On any ship with drones (carrier, dronestroyer,
resourcer, anything), always keep at least one
drone (preferably more) on combat. In most cases it won't matter when you get
shot at, but there are times when it can make a difference. Some people
design ships for pure armor / shield damage, deciding they'll just run when
they come across a carrier. If they have no drone killing weaponry, your one
combat drone might absorb a shot from a sabot
cannon, or a heavy torpedo, and save your ship another hundred shield or
armor damage. In some cases (resoucers come to
mind) this can be the difference between being one shotted
and having the time to run away.
No, zer0das, nothing has changed. you're
just paranoid.
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07/22/03 17:35:44 EDT
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Solace
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Re: Tip of the Day
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JULY
17 2003
It can be helpful to download the TDZK image pack
(http://www.tdzk.net/files/) and use it to display your images. It can
significantly decrease image loading times for some (especially those on
slower connections), and at the very least it doesn't hurt. When you browse
to choose the file path, it'll show the \'s as \\\'s. Change these to /'s and
make sure you have a / at the end of the path and it should work. (ex. C:/My
Documents/tdzk/ )
No, zer0das, nothing has changed. you're
just paranoid.
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07/22/03 18:30:41 EDT
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Solace
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Re: Tip of the Day
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JULY
18 2003
Make sure you order your weapons to fire correctly, or
you're in big trouble. Weapons order can be changed with the
"Weapons" link on the right. Drone killing weapons (swarms, cylcones, CBs, etc) should fire first. Shield killing
weapons (Flux, sabots, htorps, beams etc) should
fire second. EMP weapons should fire third, and armor killing weapons
(sabots, htorps, beams, ressies,
etc) should fire last.
If you mess up on this, your weapons will hit the wrong
things. 95% of your potential damage will be wasted and you'll either get podded or get lucky enough to run away without scratching
the paint on their hulls.
No, zer0das, nothing has changed. you're
just paranoid.
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07/22/03 19:04:57 EDT
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Solace
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Re: Tip of the Day
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Decided I might start doing these tips of the day again. We'll
see how long I can manage to keep keep 'em going this time. :P
AUGUST 26 2003
When you're specifically hunting a trader, and don't know
where he is, it can be helpful to note his alignment. You can see when he's
trading by how his experience changes on the alliance roster. When he seems
to be actively leveling, watch his alignment. If it's a solid number (ex.
200, -300, 100, etc) and doesn't change, it likely means he's in a system of
that alignment. If it's a non rounded number and is changing (ex. goes from
57 to 58), this can narrow down the possibilities (give on an idea if he's in
negative or positive align). If it's a non rounded number and doesn't change,
then he's in a neutrally aligned system.
Obviously this won't pinpoint his exact location, but if
you're intent on finding someone, this can be a good place to start.
No, zer0das, nothing has changed. you're
just paranoid.
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08/26/03 13:33:47 EDT
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Solace
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Re: Tip of the Day
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AUGUST
27 2003
When planning out a warship, try to design it so all its
components can be bought in one alignment (usually negative, except for
Wraiths). To align shift quickly, buy an interceptor and upgrade its speed
until it starts getting more expensive (say, over 300 million or so), then
use this to align. Because align shifting isn't proportional to your turns,
this can save you a bit of time.
If you MUST have those 120 sabots or some other
positively aligned weaponry/equipment, buy your ship, then the weapons, then
load up on as much extra speed as is feasible costwise.
Use this to align shift; when you're at the right alignment, downgrade the
speed and go about buying the other upgrades.
Never align at a
high level or well traveled port. Try to
pick a remote, obscure port in the middle of nowhere that no one in the right
mind would visit. When you're done aligning for the session, dock at a safer
port, but don't align there.
No, zer0das, nothing has changed. you're
just paranoid.
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08/27/03 11:13:02 EDT
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Solace
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Re: Tip of the Day
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AUGUST
28 2003
Raid hopping? There are a few things to remember.
1) Never jump directly to the site of the raid. Scan from
an adjacent sector to scout out the escorts. Do this QUICKLY, because the
escorts can and will scan you back.
2) Target the escorts/RC first, not the BBs. Triggering
on a BB first can easily put you and your fellow jumpers into pods.
3) Be aware of whose scout drones you ping when you jump
into the system. If there are stacks from the raiding alliance there, your
time to jump may be limited, and the element of surprise lost.
4) Target the escort who you have the best chance of
winning the cloak check against. The group cloak check is determined for all
by the triggerer/triggeree;
try to hit a low level non wraith/deriv.
No, zer0das, nothing has changed. you're
just paranoid.
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09/01/03 20:19:08 EDT
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Solace
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Re: Tip of the Day
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AUGUST 30 2003
On a related note to the last tip, if you're worried
about being camped at a station or a node, instead of plotting your course,
undocking/emerging, and jumping, MOVE one sector over immediately after
undocking/emerging. It's often easier (faster) to move than use a SSJD, as
the script loads faster. After moving, immediately activate the jump drive.
No, zer0das, nothing has changed. you're
just paranoid.
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09/01/03 20:20:06 EDT
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Solace
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Re: Tip of the Day
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AUGUST 31 2003
(A bit of a personal
rant)
If you're trading and happen to come into a sector where
one or more allied ships are in space, DON'T sit there with them for several
seconds to see what's going on. Regardless of any warship cover IS, this is
NOT a safe place to be. Even worse, DON'T continue trading in the sector.
Many hunters often examine / move to trigger on reflex the instant any new
ship enters the sector, and this can really throw them off. Your arrival can
also coincide with the target ship coming into the sector, which means there
are suddenly multiple new ships in the sector and this can create some
confusion for the hunters.
To recap: If you see camping friendly warships in a
sector, DON'T linger IS with them and DON'T continue moving in/out of the
sector.
No, zer0das, nothing has changed. you're
just paranoid.
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09/01/03 20:20:37 EDT
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Solace
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Re: Tip of the Day
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SEPTEMBER
1 2003
As a hunter, be very wary of people killing your drones
while you're online. This is one of the most widely used methods of trying to
bait a warship into an ambush. In general, experienced players don't randomly
kill drones, due to the turn cost of killing them generally being less than
the turn cost of laying them; if a decent player from a decent alliance is
killing your drones, this should set off an alarm bell. If they really want
to kill you, people will also even hire random newbies
to kill your drones. Either way, you should treat any situation where someone
is actively shooting your forces while you're online with extreme caution.
No, zer0das, nothing has changed. you're
just paranoid.
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09/01/03 20:20:52 EDT
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zer0das |
Re: Tip of the Day
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October 6, 2003
When group hunting, communication is imperative. Ideally,
everyone knows where everyone else is and where they should be moving at all
times. If you must for some reason leave the sector, try to make it clear
where you're going (unless you're docking to check if a target is still
there, but if you do this you should only be gone in the amount of time it
takes one to refresh once). Very often, miscommunication can result in a pod.
Typical abbreviations to simpilfy
and clarify communcation are as follows:
IS- in space or in sector
OMW- on my way
GTG- good to go
No, zer0das, nothing has changed. you're
just paranoid.
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10/07/03
00:52:33 EDT
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zer0das
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Re: Tip of the Day
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October
9, 2003
Maximum effeciency is the
quickest way to level and is the easiest way to gain the most experience.
While the primary way to abuse this is by getting a freighter over a resourcer, barring that its
still possible to cut down on waste and thereby get more bang for your buck
in both exp and cash. Even if waiting on every refresh and only trading from
0/15k is the primary means to obtain maximum effeciency,
there are other ways to go about it.
One way of cutting down on waste is by upgrading holds
over speed. This cuts down on two things: the amount of money and exp wasted
due to diminishing returns (you can buy more stuff and surpass this affect,
however slight it may be it adds up) and the amount of time spent. The amount
of time spent is more important, as that means you can dedicate less time and
make more exp. I cannot stress how much effort having a slower ship with more
holds will save. One downside: if you get a slow ship and move around a lot
despite your ship, it can be counter-productive. Something to keep in mind if
you're impatient. Another good thing about it is if you're competing with
other traders, it'll let you flood the port faster than they can. Ship speed
means nothing when in the first two minutes any good refresh is trashed-
cargo holds is where its at.
To further increase effeciency,
pick a spot to trade/resource and keep that spot. If its
a good spot, this will decrease the need to waste turns looking for a good
port. Its even better if the port is within walking
distance of a station, but that is not always possible.
A primary drain on turns is depositing cash at the
station. So to bypass this, you can decrease the frequency that you visist the station to deposit cash. I don't recommend
this for most people (especially if you have a slow connection), but the
fewer turns used hauling cash to the station, the more money you make with
the same amount of turns. Only do this if you have confidence in your
abilities.
Finally, trading in a negative aligned system will
eventually grant you acces to narcotics, weapons,
and slaves. It is highly recommended that you trade these, as they give
outrageous amounts of cash for the amount of experience they yield. Weapons
and slaves are by far the most lucrative trade goods. The cube of ports in
26k is a gold mine if you're careful.
No, zer0das, nothing has changed. you're
just paranoid.
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10/10/03 01:58:06 EDT
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zer0das
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Re: Tip of the Day
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October
10, 2003
Always be aware of your squad.
This is imperative when group hunting and even more so when raiding. Being on
the wrong squad when raiding can leave you in a pod and often times will,
especially if its a higher level port.
The squad settings for typical Fury
raids is squad 1 for escorts/repair carriers and squad 2 for raiders.
Even so, it is a good idea to have a squad check before the operation begins
just in case. As a tradeship, squad 4 will prevent
you from unintentionally entering combat with friendly warships, while when
using bait for hunting, its a good idea for the
hunters to be on squad x lest the bait gets triggered on.
One key thing: if you are on squad x and raiders fire,
you can fire with them. Simarily, if the raid is
jumped and the raiders are on squad x they can take damage and if they
trigger on the port again, bad things will happen! Never be on squad x when
raiding!
No, zer0das, nothing has changed. you're
just paranoid.
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10/10/03 02:16:00 EDT
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zer0das
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Re: Tip of the Day
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October
11, 2003
When group hunting, it is vital to have someone spotting.
This means someone with enough scouts to spot almost anything (see CLF's vis calculator or http://hoax.e-utp.net:7777/ for
specific examples, although that site tends to be down at incovenient
times). Of course, this is not always possible, especially in nebula. Thus,
it is good to be wary lest you bite off more than you can chew. Ideally, it
is best to have a dervian doing the spotting, as
they get scanners and +3 on scan for each scout drone, as opposed to +2. This
makes them the masters of sight.
On the same note, when scanning it is as if you were in
the sector. This also means that the amount of scouts carries over to your
vision. It is nearly useless to scan looking for warbirds
with 0 scouts!
Knowing the relative strength of opposing forces is
crucial in blowing them up and not having the same happen to you.
SOL EDIT: /me chuckles and wonders how long zer0das can keep this up. :)
ZZT EDIT: /me doesn't think it'll last very
long at all.
No, zer0das, nothing has changed. you're
just paranoid.
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10/11/03 09:46:45 EDT
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zer0das
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Re: Tip of the Day
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October
12, 2003
After engaging in combat and raping a ship, do not become
complacent! You are temporarily very vunerable, as
your location is broadcasted to the whole of TDZK. It is best to recloak, recharge your power (press repair 1 turn to do
this), and quickly dock or get out of the sector. If you're particularly
worried, move/dock first and then recloak and
recharge. The exception to docking/going elsewhere would be when you're group
hunting with quite a few people, and even then it might be a good ride. Note:
if no one is killed, there is no notice.
The same idea also applies to port raids, but whether you
bust open the port or not does not matter in this case. Your location will be
broadcasted everywhere, although there is a slight delay before the raid notice
occurs. This is why its not a good idea to solo raid
if its going to take you a while.
No, zer0das, nothing has changed. you're
just paranoid.
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10/12/03 00:14:21 EDT
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zer0das
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Re: Tip of the Day
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October
13, 2003
Drone forces can be set to three different settings:
defensive, neutral, and aggressive. They are color coded, defensive being
white, neutral being yellow, and aggressive being red. The only drones that
these setting really matter for are emp, combat,
and mines.
Defensive drones only defend if someone attacks them,
they do not ever attack someone else without provacation.
Neutral drones are basically the same, with the exception that they do attack
people we are officially at war with. Aggressive drones with nail anyone we
aren't fully allied with, making them rather imprecise (ie,
they kill allies).
The majority of drones you use will be neutral. For the
most part, aggies are to be avoided except in rare
circumstances (and the single aggy trick when
hunting).
Edit: Kudos to Blah for noting I'm color blind.
No, zer0das, nothing has changed. you're
just paranoid.
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10/13/03 16:49:16 EDT
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zer0das
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Re: Tip of the Day
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October
14, 2003
When attempting to dock at a station, it costs turns even
if you are rejected. Thus, its not a good idea to
spam dock at a station without knowing beforehand your chance of being docked
and it is a good idea to at least have a 25% chance of docking, even if you
have quite a few turns.
As a refresher, if you are 100 away from a station's
alignment you have a 100% chance to dock. For every 1 additional alignment you are away from that, your chance decreases by
1%.
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10/14/03 22:57:49 EDT
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zer0das
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Re: Tip of the Day
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October
15, 2003
When trading or resourcing, it is best to focus on the
task at hand and not become distracted. If there is someone unallied is
trading at the same time you are, avoid the urge to blow them up. There may
be a hunter trying to pod you both. Or even if there isn't, its a bad idea to give away your location when you are
merely trading.
In short, remember that if you concentrate on trading or
resourcing, you'll end up in a hunter much faster with fewer deaths than if
you aggressively try to blow up other traders.
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10/15/03 21:37:06 EDT
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zer0das
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Re: Tip of the Day
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October
16, 2003
It is important to level so that when you hop into a warbird, you can compete with other ships. While level is
not everything, it vastly improves your numerical odds in ship to ship
battle.
The main bonuses are +3 init per level, +2% accuracy per level for weapons and drones, and
increased visibility (this is a bit more complex, see the visibility equation
in the help files).
Basically this means your chances of firing first and
hitting them with all your weapons increases with your level advantage over
another player. On the flip side, they also gain advantages with their level
advantage, if you're massively behind in levels.
Essentially this means a level 50 player
will almost never lose to a level 20 player in a warbird
to warbird fight, as the penalties that have to be
overcome are huge. If the level 20 player does any significant damage, that's
fairly impressive in itself. There are some ways to circumvent the level
system and kill people that are of a higher level than you, but there is a
limit to how far you can take this.
As such, our standard for a warbird
tends to be level 50 so that chances are you're at least somewhere near most
opponents levels. If you're lower than that, it is highly recommended you
trade until you reach a higher level.
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10/16/03 23:27:22 EDT
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zer0das
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Re: Tip of the Day
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Sorry guys, I'm going to
discontinue this for a while. The server going down killed my creativity and
I've been really busy and will be for the next few weeks. But I will revive
this when I can. :/
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10/23/03 23:54:21 EDT
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zer0das
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Re: Tip of the Day
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October
28, 2003
When typing in passwords to secure channels in mirc (ie #fury and #fury-gc), do it in the console! This saves us the trouble of
having to ban everyone that joins those channels that shouldn't be there and
from changing the password.
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