How can I get evil real fast?
Create a macro to go to the Grimy trader, curse him, exit, and repeat.
You will lose 1 alignment point and 1 exp. point every time you curse
him.
How about some more viewpoints for an evil player?
Evil Corp Tactics....By Mike Magero
A. Overview of First Eighteen Days
Your asking for novel not a paperback! <G> But I will try and provide a look into "Our Corp" and how we do things. This one may get long.....First things first... John my corp partner is also an "Expert" in his own right. He and I are "Trusted" partners we don't backstab or lie to each other. We also talk daily, voice if not in person. We spend only a few minutes each day talking TW and then go about our other business. (We have life's too!.... so that lame excuse is just that... lame!) We use the Database and Script files we created and work as a team. We play evil and have made it work for us. Our "standard" methods of operation go like this.
Game Start (first 1-3 days)
We run our Find SGA script if need to locate stardock. If not we both trade in our Cruisers for Freighters and Density scanners. We trade pairs and buy holds. Once we have full holds we start buying E-probes and shoot them on long paths (using our e-probe script not a Zero turn map.) This provides us with more pairs. We continue to do this until we lose fedspace parking rights. (on or about day 3 due to having excessive exp.) When we are trading pairs we are using our Trading script to earn 2 points and the extra credits that makes. So far we have not joined up as a Corp we are acting as solo players but we are trading Cim Data and helping each other.
Day 4-6
One of us will go Evil. The Good guy will send a days profit to the
guy who is Evil. The Evil then goes to a Class 7 port and runs the script
we call "Mega-Jettison" This script will trade for small quantities of
product and haggle for 2 points. It then jettisons the stuff and repeats.
In your example of a 350 turn game I could use this script to "buy" exp.
I could earn 1750 in 350 turns costing me only 315,000 credits (about a
days trading) I can then steal the credits back (I'm evil remember) for
more Exp and a reduction in the cost.
Now I have the needed exp to run any of the Evil credit earning methods
on day 4. The other players are still out pounding pairs and hoping to
get there ISS's in a few days. The Good Guy will be trading the pairs and
shooting E-probes. He will go for an ISS and will be making a Planet and
maybe capturing Ferrengal in a few days, if the rest of the players don't
have a clue as to what's going on yet. This is often the part that causes
cries of cheating (Most players don't understand how he got his ISS and
all the fighters needed when they can't do it.) The Evil is sending him
500,000 credits per day and banking the rest or holding it on his cloaked
ship.
"After you have about 375 experience, stealing will be substantially
more profitable than trading. One way I'm likely to get a quick commission
is to coordinate logins with one of my future teammates so that I can blow
my future teammate up." (IGM, pg. 8, 1995)
Day 6-14
The Evil player is earning the big money by running either Sell-Steal-Move
(SSM) or Sell-Steal-Transport (SST) Credits for new Ships, Holds, Fighters,
and E-probes are not a problem at this time. (No this is not the big $)
Bust are a problem as there is no one out clearing them so the money is
not as good as it could be. The Good player now has an ISS and a big part
of the map if not all of it! We often have 100% mapped at this point. (in
the Database not as individuals) and he will start a planet and use a T-warp
Colonizing script to bring in people. Once it turns Level-1 we invest in
the Planet Transporters to aid the process. The sectors we have chosen
for our dead-end often look like this:
(456)
\ l /
-- 121 -- 345 -- (4713)
/ l l
2156 -- 3912 -- (4029)
l
(912)
Sector 121 has 6 ways in and out we don't touch this sector. The rest
of the dead-end as you can see is made up of small 1 and 2 sector dead-ends
there is no "escape hatch" 1 way out. These "escape hatch" dead-ends often
have traffic coming through them at some point and are often found more
by luck then any other means (we avoid using them for now.) All of these
sectors will have 250 mines and a few limpets as well as 1 Fighter for
a T-warp Beacon. The 345 sector will have 5-10 thousand Offensive fighters
in it to keep the week guys from entering the dead-end. At this point the
dead-end is at risk of invasion but it would take a powerful enemy to do
it and this just doesn't happen because no one yet has the resources to
attack.
Even an Expert player who is in an ISS is going to think twice about
attacking a dead-end and burning up his stock of fighters and credits this
early in the game. If we have been found we may risk parking the ISS (maxed
out) over the planet. (We can afford it! and it's more protection than
the Sentinel offers.) We now spend the credits to fire in dud planets and
stock them with the products needed to build SSB Ports. In 4 days the Ports
are done. The planet is Lv-2 and has a good stock of people on it.
Day 14 - 18
The Good Trader will now dump his Alignment and sell the ISS. He goes evil and if needed uses the Mega-Jettison script to raise his Exp. "...to assemble the corporation in final form. I dump colonists to turn evil, start stealing conservatively, and "bust planets" (create and destroy empty planets) to try to build my experience up to 2,250, where I can steal 150 holds. My teammates steal aggressively." (IWM p. 9, 1995). We then join up as a Corp and run the SST method of earning credits at our protected ports. We clear each others busts and use Mules at this point. This will earn us about 2 million per day per person at this point. Easily far more then a good aligned player can earn at this point. We watch the <V> screen for citadels and shoot E-probes to hunt for them. We then kill them outright. Using what ever means necessary to crush the planet and it's defenders. (Ruthless and Wanton Devastation!) At this time we also clean up those worthless new player planets. We don't hunt for them. We hunt for citadels only!
From this point on we continue to buy fighters and hunt citadels. Once
we have a Lv-4 planet we warp it in close to Terra and use the CT to make
colonist stocking runs until we have drained Terra. We then warp our Lv-4
back to the dead end and start on building up other planets. We go for
a Class L for our first planet but will settle for a Class M if that's
what comes up. Either way we try for 1 of each as our first 2 planets.
Only after we have these to Lv-5 do we start on the other types. Once we
have spread out the colonists and have a Lv-4 and a Lv-1 we move the Lv-4
over near one of the Class Zero ports (or stardock) and use that as a Transporter
Pad to cut turns out of the Restoring holds problems one faces as an Evil.
We then sell our Mules and replace them with Colonial Tranport. At this
point we are making top dollar. From here it's just a matter of how you
choose to spend your credits.
Geno. After reading this can you honestly tell me that your method of
exploring is going to allow you fight us? If you give us 24 days to build
up the game is over for you. You will never be able to start a Citadel.
We will see it the day you use a G-torp and know the minute it turns into
a Citadel. We can easily afford to spend untold millions just shooting
E-probes. Anyone not also running SST in a similar fashion would lack the
Fighters/Shields needed to battle us. We need never leave our protected
area should we choose not to. You will never see us out in space. If you
want us, you will have to come and find us. We force you into the position
of being the attacker, the odds are with us. Sure there are things you
can do to harass us but you will never be able to take it all away from
us. The stuff you CAN destroy with little cost like the un-manned ships
and the ports can all be easily rebuilt in a matter of days. The planets
are for the most part un-killable due to the games upper limits being set
so high and our methods of earning the maximum amount of credits each and
every day. The game itself is busted not your methods. But your only getting
away with what your doing because the other players are allowing you to
do it. We don't give others that chance. We use our credit advantage from
the start and don't let anyone else get into a position to offer a challenge.
The real secret to control is to pick a method that will allow you
to out earn everyone else and get into FASTER than anyone else can. The
guys who can get the most, FIRST will be the guys who are going to control
the game.
You can see that even this post doesn't go into pain staking step by
step details but you can see the general plan we use. The minor details
such as ship types and planet types will differ but the basic plan is always
the same. Get the upper hand fast and keep it. Anyone who fails to match
the speed at which we build up will forever be eating our dust and driving
a Pod. There are no luck factors to give you that break you need to catch
up with the guys in the lead. You either have it or your don't......( "it"
is the power to do battle and win) Player Aids play a big part in this.
Some ARE better then others but you have to use them to the fullest if
your going to beat the guys running the same stuff you have access to.