TradeWars 2002 is an
interactive Online game in which you are placed in a galaxy as a 'Trader'
and your objective is to become as successful as possible. In TradeWars
2002, you try to begin by trading commodities, which in this game are:
Fuel Ore, Organics and Equipment. Fuel Ore is the cheapest, and Equipment
is the most expensive. Organics is always somewhere in between. You are
allocated 500 turns each time you play to which you can explore and trade
and so forth in the 20,000 sector galaxy. Moving
from one sector to another takes one turn, and do not expect for sector 10
to lead to sector 11 to lead to sector 12 and so forth. The galaxy is very
random. Sector 5 may lead to many sectors including sector 730 for
example. There are some sectors that have one warp in and one warp out.
Some sectors may be warped into by one sector, and out by another, as to
have a different entrance and exit sector. Example: you could warp from
sector 221 to sector 73, and then find that the only way out of 73 is
through sector 596, and not sector 221. You will see when you logon for
the first time what I am talking about. You should of course understand
that TradeWars 2002 is a long term and time consuming endeavor if you wish
to be at all a worthwhile player.
Basic Game Play
This opening intro is by
Gary and Mary Ann Martin, the creator of TradeWars 2002. Read it if you
have not done so before. 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.
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.
The equipment in your
initial ship will include 20 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. 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.
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. [This is a good catch here. When they say 'are experienced
enough to protect themselves', what they mean is when your Experience
Point level is at or above 1000, you can 'protect yourself'. By that time
anyway, you should still be parking in FedSpace if possible, but you
should be Cloaking. Cloaking devices can be found in the Stardock Hardware
Emporium for 25,000 credits each. An expense well worth it once you become
a good trader and part of a Corporation.] Traders who want 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.
If
You Want To Learn A LOT More Download the Bible |