(All Figures are based on stock settings.)
Ok, so you wanna know how to play red. It's much more than just grabbing
a stealing script off the net and running it. Playing red is making the most of every turn you
have, and spending wisely. So, this page is dedicated not only to the various types of ships
you can refurb with, but also the turns needed to tow/move these ships around. If you play high
turn games, this may not concern you much.
But, NOT knowing this is what keeps you from being a force in low turn games.
I'll also be talking about mixed or what some call mega corps. Reds & blues working together.
The Cashing Ships
| Cost of full Colt: |
|
Cost of Colt 150 Holds: |
|
Cost of Mule 150 Holds: |
|
| Colt: |
63,600 |
Colt: |
63,600 |
Mule: |
63,600 |
| +200 Holds: |
629,600 |
+100 Holds: |
215,100 |
+100 Holds: |
215,100 |
| |
693,200 |
|
278,700 |
|
278,700 |
Now, if a Colt with 150 holds costs the same amount as a Mule with
150 holds, why do so many red players use Mules when starting out? Plain & simple... turns.
It costs 6 turns to move a Colt, but only 4 to move a Mule. When starting out in a game, you want
to funnel all available funds to the highest exp red, to get his/her exp high enough to steal
65 holds or more. Reserving just enough cash to get a 100 hold Mule. More than likely, you
won't have a blue counter-part with a fed com or t-warp ship yet. So you want to make the most
of your available turns, since you will be "walking" the Mule from port to port.
To make the best of both red & blue, it's very important for the Reds to run 99.9% of thier
turns in the pursuit of profits, while the blues buy and tow refurb ships. If at all possible,
have the blues support the reds by getting them to the stealing sectors, moving thier ships
around for them, (easiest in a split corp) and even towing them from port to port when needed,
then tow them to a safe parking spot. To make the best of each and every one of the red's turns,
they should never have to move themselves, that uses turns not in the pursuit of profits.
In turn, reds should keep notes on sectors they've stolen from, being careful not to "fake" bust.
Keep careful notes on the ports you've busted at, and those your other red's have busted at, that
cleared you. You don't want your blues towing unnessesary furbs, that uses thier turns.
Usually, one blue can handle two reds. You want to help your blues conserve turns also, so
that they may have the opportunity to use your profits in the pursuit of hunting, killing,
and building.
If you prefer to play solo red, it's still advantagous to use furb ships. If you can get to
Star Dock to buy & outfit them safely. In TWGS, you can blow-up your own personal ships. If
you've made a corp, which you should even as solo to utilize the Corporate Flag Ship, be sure to
make your furbs personal owned.
Oh, one last thing... for every furb ship you blow-up for holds, you in return get 1% nav haz.
This may not sound like much, but it quickly builds up over time. You can clear 10% by creating
a planet, but if the game is set at the default nav haz clearing of 3% nightly, you may want to
have a few different stealing areas. Give one a chance to cool-down while you work another.
More than once has a red blown-up on their own accumulated nav haz.
The Furbing Ships
| Cost to buy 22 holds on Colt: 108,438 |
| Refurb Ships gain 22 holds when blown (regular bust) |
| Merchant Freighter (MF): |
33,400 |
| +33 Holds: |
35,574 |
| |
68,974 |
| Saving 39,464 vs buying holds |
| Refurb Ships gain 22 holds when blown (regular bust) |
| Merchant Cruiser (MC): |
41,300 |
| +43 Holds: |
42,097 |
| |
83,397 |
| Saving 25,041 vs buying holds |
| Add 5 g-torps & atoms for red planet busting away from SD. |
Total Cost: 258,397 |
| Refurb ship gains 50 holds when blown (fake bust) |
|
| Mule: |
63,600 |
| +97 Holds: |
205,737 |
| |
269,337 |
| Cost to buy last 50 holds for Colt: |
232,800 |
| Costs 36,537 More vs buying holds. Saves turns towing. |
Turns to Tow
| Tow Ship |
Colonial Transport |
Mule |
Merchant Freighter |
Merchant Cruiser |
Havoc |
| Imperial Starship |
16 |
12 |
8 |
10 |
10 |
| Corporate Flag Ship |
15 |
11 |
7 |
9 |
9 |
| Havoc |
15 |
11 |
7 |
9 |
9 |
Turns to Move
| Imperial Starship |
Corporate Flag Ship |
Havoc |
Mule |
Colonial Transport |
| 4 |
3 |
3 |
4 |
6 |
T-Warp Range While Towing
| Imperial Starship |
Corporate Flag Ship |
Havoc |
| 25 |
14 |
8 |