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 The Nine Skill's of TradeWar's 
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Lieutenant J.G.

Joined: Mon Sep 22, 2003 2:00 am
Posts: 486
Location: USA
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This is a subjective listing designed to provide fuel for thought and guidance to new players.
I am sure there are plenty of players out there, who will feel they must post a rebuttal of some type,
I ask that before you do think and decide if what you intend to say is critical or helpful to the thread.
If you can’t contribute in a positive manner then please don’t waste the time of those who will read this to learn something that you so called "elites" don’t seem to want to talk about.

The 9 skills of trade wars and what they encompass

Builder: make bases, makes ports and builds them both up to supply the corp. with needed materials. and to keep cannons stocked

Robber: gets cash or material using methods unavailable to blue players

Gridder: deploys a combination of figs and mines to defeat probes and inhibit trader movement, and monitors and protects the grid

Hunter: searches for the enemy players (killing if possible), or bases, or enemy work zones. goes forth off the grid into the enemies territory and does not do gridding (at this time), rather goes after the enemy reds or the blues if possible to kill then so they do not benefit there corp's with there turns or there presence in the game.

Invader: attacks fortified areas to take planets or work zones
controlled by enemy players or corps.

Logistics: supplies materials or assets to the players when and where there needed. ex. furbs, more figs. brings replacement ships or a planet for pick up. even planet trading is part of this skill. Some of these tasks can dupe those of the builder such as ensuring that there are enough commodities on planets for citadel and port upgrades.

Management: sets the general tone for where the team will go and how to proceed watches and suggests paths of action to streamline a task, or to institute a task that is needed to a specific trader, also plans actions that others follow and does what is needed to keep things in motion.

Tactician: takes tasks from management and formulates ways to accomplish the goals passed on from management in keeping with the overall tone of the corp. and formulates plans of action to bring the enemy down.

Analyst: takes raw data from the game and lays out specific paths of action for others to consider and also uses this data to eliminate any thing that is a waste of corp. assets.

This is open to interpretation based on a player’s specific style of play. but each specific skill is a separate and distinct ability though many players can say I do gridding and hunting, which does not mean all players that do gridding, can hunt.

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Sat Jul 31, 2004 12:59 pm
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Ensign

Joined: Fri Sep 19, 2003 2:00 am
Posts: 247
Location: Canada
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Zentock, I think you forgot one skill, that seems to be of great measure these dayz.

Smack-Talker: Corp memeber who has (in his/her world) mad skillz but for the sake of the learning curve allows other members to acutally perform important tasks. Said member talks trash on Fed to opposing corp memebers in hope of the elusive "FED-KILL".

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No Quarter - Is what we offer our enemies


Thu Aug 19, 2004 11:52 am
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Chief Warrant Officer

Joined: Wed Feb 25, 2004 3:00 am
Posts: 164
Location: USA
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Zoso - read his post again and delete yours.

*Helpful add-on*

Each player has those main roles assigned to them to help the corp. exceed in becoming the strongest. But remember that everything you do is for the corp. Most new players like to spend the cash they make on things they want. But in a corp. It is better for the player who cashes to do that one specific task and let the "Builder" or "CEO" spend the money on the logisitic supplies list. Becarful on your spending and try to give up 98% of what you make. (2% to replenish figs and more cash to buy holds if your evil -turn games would have a blue player to do this for you anyways)
They can use this money on gen torps and upgrading ports to make a profit later. or buying down supplies for upgrades etc...

Hope that insight helps.

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Thu Aug 19, 2004 1:13 pm
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Ensign

Joined: Fri Sep 19, 2003 2:00 am
Posts: 247
Location: Canada
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I did read it, was trying to add some humor. But that aside, i will take your "advice" and post something practical. Here is my advice to newbs. Read the above info and any info you can get your hands on, Play a ton of games, dont be afraid to experment and try new things. GET #SD#... alot its the ONLY way to learn how NOT to get #SD#.
Ask for help, lots of helpful players in this community.
In fact anyone that needs help and wants to learn some critical basics, drop me a line. I would be happy to help.
Zozo

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No Quarter - Is what we offer our enemies


Thu Aug 19, 2004 1:33 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
Posts: 1529
Location: USA
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I think the biggest mistake a lot of corps make it having too rigid of a setup on tasks. You need to remember that just because you're a casher (robber) one day doesn't mean you can't help get product on a planet for upgrade or go out gridding when you're busted out. The same goes with the other tasks. While you may have a primary responsiblity, the corp that is ultimately the most successful is one where everyone is trained in every aspect and can fill in where needed when it is needed.


Sun Aug 22, 2004 6:41 pm
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Ensign

Joined: Fri Sep 19, 2003 2:00 am
Posts: 247
Location: Canada
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Props Harely, well done. Some of the more successful corps have a large pool of talent to pick from. Where any one memeber is capable of performing any task required by the corp. It's more common than not to lose a player to either RL or #SD# for a day or two.
That is when other members step up and switch roles for a bit.
What is that old saying, a chain is only as strong as its weakest link.... something to that nature

Zoso

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No Quarter - Is what we offer our enemies


Wed Aug 25, 2004 1:00 am
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