The following information was found at http://www.members.tripod.com/~kastro/twindex.html and is stated
on that site to be written by Eric Kostrowski (Programmer and Designer of the Online TW2002 FAQ).
TRADING
Probably the most important aspect of TW2002 which must be learned by all players, is trading. Throughout the TW2002 universe many ports can be found which buy and sell one of the three products: Fuel Ore, Organics, and Equipment. Fuel Ore being the least expensive, Organics moderately expensive, and Equipment the most expensive of all. Reasonably, Equipment provide the most profit when bought and sold, while Organics are less so, and Fuel Ore with a small profit to be made. The amount of product which you can buy and sell depends upon the number of holds which you have.
Now lets get into the way you trade. You move around from sector to sector, and when
you find a port you want to buy from, press "P" to port, then enter "T" to trade. You
will then see the amount of product which the port has and the amount of product which
you have on board your ship. A percentage (%) is also given, this percentage is the
percentage of product it has left to trade of the maximum of that product that it can
trade. The higher the percentage, the greater the profit you will make. You now can
buy or sell a product, by hitting the number of units you wish to purchase. Now you
can bargain, to either buy for a lower price or sell it for a higher one. For a good
estimate percentage to buy and sell at, use about 96% of their offer when buying, and
105% when selling. If you make a very good offer, and they accepted it, you may even
get some experience points. Once you have bought a product, you must find another
port which will buy it from you, for a profit. On the sector display, the products
which a port buys and sells is denoted by the Class, and a display of , where
each X is either a "B" or "S", for buy or sell. The first X is for Fuel Ore, the
second for Organics, and the third for Equipment. Then follow the instruction on
trading and bargaining from above.
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PAIRED PORT TRADING
Making a profit by trading can be a time wasting process. By finding what are
called Paired Ports (PP) , you can make money much faster. Paired Ports are two
ports, in adjacent sectors, which sell a product which the other buys, and buys a
product which the other sells. By moving between sectors quickly, money can be made
much faster. Paired ports which provide the most profit are ones which buy and sell
Organics and Equipment. By using scripts and macros, this process can be done even
faster. With 250 holds and a macro for PP trading, you can easily make a few hundred
thousand credits in a matter of minutes. If you find paired ports which are not
frequented by other traders, or better yet, are behind you line of defenses, you should
seriously consider investing a few million for the upgrading of the port. Although this
may seem expensive, it quickly brings returns. It will allow you to trade more often
and for longer lengths of time.
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SHIPS
One of the most important decisions which you will have to make is what class
of ship will you use. Quickly after joining a TW2002 game, you will find yourself
outgrowing the Merchant Cruiser. Manu people have different opionions on what
ship to save up for buying first. In my opinion, you should purchase a Colonial
Transport (Colt). A Colt allows you to make much more money by trading, it is also
great for colonizing. Once you have bought a Colt, you should trade and save up enough
money to max out the holds (250). You buy holds at any of 3 Class 0 ports, one i salways
in sector 1, or at the Star Dock, which can be found in most games by viewing the game
information. Once you have 250 holds, you can very easily save up for another ship, one
which is good in combat. That ship should be one of three ships. If you are good, get
500 alignment (see Alignment & Experience tutorial), get a commision (at the police
dept. on Star Dock), and buy an Imperial StarShip (ISS). If you can't get a commision,
either buy a Corporate Flagship, or a Battleship. If you are playing alone (make a
corp.), or if you are a CEO, get the Corporate Flagship, otherwise buy a Battleship.
Some people prefer a Havoc Gunstar over a Battleship, but I prefer the BShip.
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KILLING
The entertainment and main point of TW2002 lies in the thrill of killing other
people. There are three different types of space travelers that you will meet.
Traders, other live people playing TW2002, Aliens, just there for you pleasure to
kill them, they won't attack you, and Ferrengi, the Space Pirates of TW2002.
Ferrengi will attack you (take your cargo and holds) if you are in an under-defended ship.
Killing Aliens and Ferrengi wil not prompt an attack in revenge, however killing
traders may leave you in a costly war, and even end in your death. However, killing
all three types will give you experience, and aliens and traders will give you
alignment modification. Killing Ferrengis will also get a fair amount of bounty
credits. Capturing their ship allows you to keep their ship. To capture a ship,
you must not attack with too many fighters. To determine how many fighters to attack
with, multiply the number of fighters your victim has by the attack ratio of their
ship, then divide your answer by the attack ratio of your ship, then subtract about
10% of your answer, and attack with that many fighters. If you do not capture the
ship on the first attack, he will flee to a neighbooring sector, follow him (much
easier with a holo scanner), and repeat the attack again, using same calculations.
If you are certain that a ship has shields, adjust accordingly.
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PLANETS
As this is only an introduction to the planets, I will merely describe how each
planet is useful. I will not divulge in how many of each type one should have in
their home sectors.
Class M planets (Earth Type) are useful for production of all three products.
They are the second best type of planet for the prodution of fighters. Class M
planets also have low citadel construction rates.
Class L planets (Mountainous Type) are excellent for producing fighters. They also
produce Ore and Organics at a fast rate. I keep most Class L planets because of their
high production of fighters. These planets have a very fast construction rate for
citadels.
Class V planets (Volcanic Type) are great for producing a powerful Quasar Cannon.
They produce ore at a one to one ratio, while organics and equipment have useless
production rates. Because they can produce a lot of ore, they produce a moderate
number of fighters. A drawback of the volcanic planet, is its long citadel construction
rates, but once this planet is shielded, watch out.
Class O planets (Oceanic Type) are useful for making money and organics, but not much
more than that. Since they make a lot of organics (2:1 ratio), if you have a port in
the same sector, with maxed out organic purchase levels, you can sell organics for a
large sum of credits. However, since Mountainous planets produce organics at a decent
rate, I wouldn't recommend keeping any, unless you can afford to defend it.
Class K planets (Desert/Wasteland Type) are useless, as are Class C planets (Glacial
Type), and Class U planets (Gaseous Type), so destroy them. However, according to the
planet specs, the Class U planets have a slight chance of producing a special mineral,
however I have never found this mineral, or heard of anyone finding it.
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COLONIZING
A planet is worthless unless you transport colonists to the planet surface. On the
surface the colonists are the means for the production of everything on the planet.
Finding the most efficient and time saving method of transporting colonists from Terra
(sector 1) to your planet is important for the effective growth of your planets.
Ingeneral, you will want to create you planets as close to sector 1 as you can, yet
still be a fair distance away from the major space lanes, so that your planets aren't
found as easily by others. The method of colonization which you choose is based upon
what ships you have, and the alignment which you have.
Colonization for good traders is easier than for evil traders. This is because they
may twarp into fedspace with an ISS. As a good trader you may transprt one of three
ways. You may just express warp autopilot from your planet to sector 1 and back, this
is the slowest and least effective method. The second method is twarping with a ship
other than an ISS. You can place a fighter one sector out of fedspace, to be used as
a twarp beacon. Just pickup enough fuel ore from the planet you are colnizing to make
a round trip twarp. Warp to the sector juse outside fedspace, then warp to sector 1,
pickup the colonists, and twarp back to your home sector. The third method is twarp
with an ISS. This is the best and most prefferred method. This way you can twarp directly
to sector 1, pickup you colonists, and twarp back to your home planet sector.
For evil traders, colonization can be slow and ineffective if the planet is far from
sector 1. Most evil traders opt to just plunder colonized planets rather than colonize
their own, but if you wish to colonize, use either of the first two methods describe in
the previous paragraph for good traders.
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EXPERIENCE AND ALIGNMENT
The basic measure of score, and by which the rankings are determined, is experience
points. Another "score" is your alignment, your alignment is important in determining
how to best play the game. If you wish to get a commision for ISS, you must first get
a positive 500 alignment (If you've ever been negative, you need 1000). If you want
to rob and steal from ports, you will need at least a -100 alignment.
If you are good, and would like to raise your alignment, you can do so by placing a
bounty on someone in the police department. This will rasie your alignment 1 point
for every 1000 credits. If you are evil and want to raise your alignment, upgrading
ports is the best method for you. Upgrading will get you 1 point for every 5000 credits
spent. To begin on the evil path, you can jettison colonists, for 1 point per colonist
group (1,000 actual). Once you can rob and steal, your alignment will lower quickly by
just doing so. Killing colonists while on a planet will also lower your alignment, but
it costs a number of fighters to do so.
Raising experience can be best done by creating and destroying planets. This will get
you 75 experience points for every 35,000 credits spent. Killing ferrengi ships and
toll fighters will also give you a fair amount of experience, plus some bounty credits
in return.
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Planet - Production Table
|
|
Note: Fig Production is the ratio of COLONISTS per FIGHTER produced
|
Planet Class |
Colonists to Build |
Planet Maximum |
Fig Production |
| Fuel |
Organ |
Equip |
Fuel |
Organ |
Equip |
Fuel |
Organ |
Equip |
| [M] |
3 |
7 |
13 |
100K |
100K |
100K |
30 |
70 |
130 |
| [K] |
2 |
100 |
500 |
200K |
50K |
10K |
60 |
3000 |
5000 |
| [O] |
20 |
2 |
100 |
100K |
1M |
50K |
300 |
30 |
1500 |
| [L] |
2 |
5 |
20 |
200K |
200K |
100K |
24 |
60 |
240 |
| [C] |
50 |
100 |
500 |
20K |
50K |
10K |
750 |
2500 |
12500 |
| [H] |
1 |
N/A |
500 |
1M |
10K |
100K |
50 |
N/A |
25000 |
| [U] |
N/A |
N/A |
N/A |
10K |
10K |
10K |
N/A |
N/A |
N/A |
|
Planets - Colonist Table
|
| Planet Class |
Max Colonist per Production |
Optimal Number of Colonists |
Fighter Production at Optimal Level |
| [M] |
30,000 |
15,000 |
829 |
| [K] |
40,000 |
20,000 |
682 |
| [O] |
200,000 |
100,000 |
3,733 |
| [L] |
40,000 |
20,000 |
1,250 |
| [C] |
100,000 |
50,000 |
64 |
| [H] |
100,000 |
50,000 |
1,002 |
| [U] |
3,000 |
1,500 |
0 |
|
Planets - Citadel Construction
|
|
Note: Value in parenthesis denotes total day to produce a level 6
|
|
Earth Class [M] (43)
|
| Citadel Level |
Days |
Colonists |
Fuel Ore |
Organics |
Equipment |
| 1 |
4 |
1000 |
300 |
200 |
250 |
| 2 |
4 |
2000 |
200 |
50 |
250 |
| 3 |
5 |
4000 |
500 |
250 |
500 |
| 4 |
10 |
6000 |
1000 |
1200 |
1000 |
| 5 |
5 |
6000 |
300 |
400 |
1000 |
| 6 |
15 |
6000 |
1000 |
1200 |
2000 |
|
Desert Class [K] (36)
|
| Citadel Level |
Days |
Colonists |
Fuel Ore |
Organics |
Equipment |
| 1 |
6 |
1000 |
400 |
300 |
600 |
| 2 |
5 |
2400 |
300 |
80 |
400 |
| 3 |
8 |
4400 |
600 |
400 |
650 |
| 4 |
5 |
7000 |
700 |
900 |
800 |
| 5 |
4 |
8000 |
300 |
400 |
1000 |
| 6 |
8 |
7000 |
700 |
900 |
1600 |
| Table not complete |
|
Ships - General Stats
|
| Ship Class |
Price |
Min Hold |
Max Hold |
Spd |
Twarp |
LRS |
PScan |
| Merchant Cruiser |
41,300 |
20 |
75 |
3 |
No |
Yes |
Yes |
| Scout Marauder |
15,950 |
10 |
25 |
2 |
No |
Yes |
Yes |
| Missile Frigate |
100,800 |
12 |
60 |
3 |
No |
No |
No |
| Battleship |
88,500 |
16 |
80 |
4 |
No |
Yes |
Yes |
| Corporate Flagship |
163,500 |
20 |
85 |
3 |
Yes |
Yes |
Yes |
| Colonial Transport |
63,600 |
50 |
250 |
6 |
No |
No |
Yes |
| CargoTran |
51,950 |
50 |
125 |
4 |
No |
Yes |
Yes |
| Merchant Freighter |
33,400 |
30 |
65 |
2 |
No |
Yes |
Yes |
| Imperial StarShip |
329,000 |
40 |
150 |
4 |
Yes |
Yes |
Yes |
| Table not complete |
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