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Trade Wars 2002 combines adventure and exploration with strategy
and cooperative play in an entertaining and exciting on-line
game. You compete against other BBSers to be the most powerful
trader (or corporation of traders) in the universe. Independent
traders can compete quite effectively against large corporations.
Corporate members can perform specific duties (as directed by
their C.E.O.) in specialized ships. Traders can be "good guys" or
"bad guys" with different avenues for advancement. The universe
can be different with each new game. There is no right or wrong
way to play and the possible strategies are limited only by one's
imagination. |
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PLAYING THE GAME
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When you enter the game, you will be piloting a Merchant Cruiser.
This is considered the most versatile ship in the Trade Wars
armada. In it, new players have a chance to try out all aspects
of the game.
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Upon entering, you will be asked what alias you would like to use
in the game and what name you would like to christen your ship.
The alias you choose will display in the player and corporate
rankings and in several corporate listings. Your ship name will
be used in the docking logs at the ports. You can use these
names to be as conspicuous or as inconspicuous as you want.
If your sysop has it configured this way, you will also be
given a personal planet when you enter the game. You will
be asked to name the planet here. You can then use option
Your Personal Planets from the Computer Menu to locate
the planet.
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The equipment in your initial ship will include some holds to
store the cargo that you can trade at the ports found throughout
the universe. Trading is the basic way to advance in the game.
By good trading, you can gain experience as well as gain credits.
The credits you earn can fund your military and can provide the
capital you will need to expand your trading expeditions. You
will have some credits with which you can purchase some
commodities for trading. You will additionally have some
fighters to offer some protection as you begin your voyage.
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The game will differ with each different group of players.
Individual traders are ranked by their experience. You gain
experience simply by playing the game. The more things you do,
the more experience you will get. Good and Evil are represented
by the titles each player receives. Your experience combined
with your alignment will determine whether you are a Lieutenant
or a Dread Pirate. When you do something that affects your
alignment, you will get a message saying your alignment went up
or down and by how much.
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There are benefits and drawbacks whether you choose to play the
game as a good trader or an evil trader. Traders who follow the
FedLaws are offered protection in FedSpace until they are
experienced enough to protect themselves. Traders who aspire to
be very good can be awarded a Federal Commission. This allows
them to purchase an Imperial Starship. This is one of the most
powerful ships in the universe. On the other hand, the evil
traders are offered some options in the Underground. Traders who
have proved that they are truly evil can steal product or money
from the ports.
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THE UNIVERSE
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You will be traveling in a universe, whose size was determined by
your SysOp. Sectors may have planets, ports, other players,
empty ships, aliens, Ferrengi, Federation Starships, mines,
message beacons, fighters (belonging to you, other players, rogue
mercenaries, or the Ferrengi) or the sectors may contain nothing
at all. If in your travels you come across something
undesirable, your initial ship comes equipped with 30
fighters with which you can defend yourself.
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Many players find it useful to have a home sector or group of
sectors. Players, especially those just joining a game, need an
out-of-the-way place to stay so they can build up their assets.
You can explore the universe and look for dead end sectors to use
as a hiding place. Corporate bases built in traffic lanes do not
fare too well and those in the major thoroughfares (in the paths
between the class 0 and class 9 ports) just do not stand much of
a chance.
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Planets play a key part in your success as a trader. Terra, the
first planet you encounter as you enter the game, is where the
people can be found to colonize all other planets. Remember, the
environment on some planet types may be hazardous to humans. The
other planets in the game will, if inhabited, produce Fuel Ore,
Organics, Equipment and Fighters. The amounts of these
commodities produced will be affected by the type of planet. For
example, a Mountainous planet will provide more Fuel Ore than an
Oceanic planet. You and the other traders decide where the
planets will be. You can purchase a Genesis Torpedo and use it
in almost any sector in the galaxy. If the planet has enough of
the required commodities and enough people to supply the labor to
build it, you can begin construction of a Citadel. The Citadel
can provide you and the other members of your corporation with a
secure place to dock your ships and deposit the credits you've
earned. As you progress in the game, your Citadel can be
upgraded to provide additional protection to you and your
corporation. If you decide to build a planet in your home
sector, be sure you can defend it. A planet is very vulnerable
until it has a Combat Control Computer (level 2 Citadel) to
safeguard it.
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There are ten different types of ports scattered about the
universe. The ports are classified by the products they buy
and/or sell. Port classes 1 through 8 trade the three basic
commodities: Fuel Ore, Organics and Equipment. The universe also
contains specialty ports for the other items you will need to
advance in the game. There are three Class 0 ports where you can
purchase holds (beneficial for moving colonists to your planets
as well as transporting goods for trade), fighters (to help
protect your territory), or shields (to protect your ship from
the traps laid by your enemies). %GMK%There is one Class 9 port
that contains not only a Trading Port, but also a StarDock. The
StarDock houses the Stellar Hardware Emporium, the Federation
Shipyards, the Lost Trader's Tavern, the 2nd National Galactic
Bank, the Videon Cineplex and the Interstellar Space Police
Headquarters. There are other places of interest located in the
StarDock. These places you will have to discover on your own.
Some are not advertised because they are establishments of
questionable repute. Others are Federation buildings that house
top secret government information.
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PEOPLE IN THE TRADE WARS UNIVERSE
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A large part of playing is interacting with others in the game.
You can mingle with other players in the Lost Traders Tavern,
gambling against them, conversing with them, leaving
announcements at the door or writing a message on the bathroom
wall. You can combine your assets with other players of the same
alignment to form a Corporation. Just be aware that more than
one Corporation has been brought down by a con man who wormed his
way into the Corporate structure. You can have a chance
encounter with other creatures of the universe, both real (other
users) and Non-Player Characters (the Federals, Alien traders and
the Ferrengi). Chance encounters offer many possibilities and
can advance you in your chosen career path. Your alignment and
experience and the alignment and experience of the creature you
encounter will determine just how that advancement if affected.
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Other traders are users just like you. They have alignment and
experience points. You can see all the others by Listing Traders
from your ships computer. By using the listing, you can see
which players are good and which are evil. You can estimate
whether the other player would better serve your needs as an ally
or adversary.
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The Federation is the main governing body of the cosmos. You
will meet the Feds if you go to the Police Station. You might
run into them as you roam around space. The Feds don't look
kindly on players who break FedLaws, so if you're not careful,
they might visit you when you least want their company.
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Alien traders are visitors from another universe who are looking
for better ports. You can get a listing of the Aliens similar to
the one you get for other traders. Aliens also have experience
and alignment, but you cannot form a Corporation with them.
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The Ferrengi are a greedy, cowardly group. Their primary purpose
is the speedy acquisition of money. They will steal from anyone
no matter what the person's or corporation's alignment. They
seldom engage in face-to-face combat because they prefer the
advantage of surprise when ambushing their opponent. They often
travel in groups and will spy on promising territory. After
targeting an area, they will raid the sector when it is least
defended. If they are attacked, that group will hold a grudge
against the attacker and they will not rest until they feel the
score has been settled.
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Explore the universe and take part in the adventure. You can
just look around or you can become a dominant factor. Most of
the displays are fully explained. When you are asked to make a
selection, anything displayed in brackets [], will be the
default.
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Most displays can be aborted by hitting the space bar.
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Good Trading and Good Luck.
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