The Vague Guide To The TBG Universe
Well, the FSP and SIR have guides? Why can't we have one too?
Here it is. Before anyone complains, I've had permission from FSP
Stargazer (head of FSP) and Maher Shalal Hash Baz (he wrote the
SIR one) to write this and use some of the material, formatting
used in the other two guides. Thanks to them, and also, I believe,
to Eden who I think wrote the FSP one. Right, on with the guide.
1) Yay, I passed the test and now have my
very own starship!!!
What the hell do I do now? You have various choices.
- Abandon ship. If you are going to do this, at least have
the decency to press the drop out button. Then someone
else can have the chance to pass the test and then
abandon ship also.
- Attack the first thing you meet with your primitive laser.
If this happens to be an alien with all basic modules,
you'll probably lose. For more information on attacking
aliens, see further down in the section cunningly
entitled Alien Warfare.
- Talk to ships that you meet to see if they can help you.
If they are a pirate they will probably shoot at you, but
dont let that deter you. Most ships are not pirates,
and there are some of us who like to talk.
- Start trading. See section on trading
- Join an alliance. You can if you want to, and for some
people this helps.
- Read the SST. This is probably one of the best places for
finding out information, and it also gives you a place to
slag people off anonymously if you want to.
- Look at the playerpages. This is probably THE best place
for help, as it gives you an idea about which ships are
helpful and such. However, if you want some help or
information, dont forget to say please and thankyou.
It does not cost anything, and its plain rude to do
otherwise.
2) Trading
Ok, youve got your ship, youve got your $500 and
youve decided to start trading. Whats your first plan
of action? You could always harvest chocolate from a comet cloud.
Indeed, some guides say that this is probably the best form of
early trade. Personally, I say thats utter rubbish. The
whole point of trading is to make us much money as possible!
"I WANNABE ROLLING IN IT" should be your attitude.
Hence, something that sells for $25 - $75 is not very good
especially when you have to spend about $30 - $40 actually
getting somewhere to sell the damn stuff in the first place. Take
my advice. E-mail Feline Grace and ask nicely (remembering those
Ps and Qs) and he might send you a help sheet.
Alternatively, you could ask me and Ill give you snippets
of information on places to sell things. My advice is get selling
contraband as soon as possible (mind you, if youve decided
to join the FSP then this isnt an option since it makes
enemies of the race that you sold contraband to and the FSP dont
like you having enemies!). Before contraband, try selling
something that will give you at least $125 profit. Something like
Dilithium, or New tricks. These cost $250 dollars, and as long as
you know where they sell at a reasonable price, you can start
making a nice profit. What is the point of trading? Well, there
are two reasons to trade. One is to be a money-grabbing bastard.
The other is to make money to buy decent modules from the shops
which leads me nicely onto my next section
3) Making Your Ship Bigger
Again, there are various ways of doing this.
- Become a pirate
- Buy modules
- Shoot modules of alien ships
- Shoot modules of human ships
- Swap modules with other players
- Adventures
- Probably one of the not so good options, and is closely
linked to option d. If you want to become a pirate, make
sure your ship is big enough to be able to lose a fight
or two first. Also, be prepared for a few big ships to
start chasing you. They can be pretty scary and I
guarantee they can run faster than you.
- To do this costs money, and also, you need a shop at your
location. If both happen to coincide, you can buy a
module. However, there are lots of different tech levels.
(well, 6 actually, but whos counting?). For an easy
and effective way of remembering the tech level of
modules around, remember the following acronym. PBMAEM.
It certainly helped me!!! Make sure that your officer is
good enough to be able to cope with the demands of a
particular module otherwise hell have a nervous
breakdown, and might possibly top himself. This is not
good. However, if you stick to the following simple
guidelines , then your officer can relax and drink his
herbal tea in peace.
Type
of Module
|
Skill
Level Officer Needs To Maintain It
|
Primitive
|
2
|
Basic
|
5
|
Mediocre
|
10
|
Advanced
|
17
|
Exotic
|
26
|
Magic
|
37
|
- Lets go alien bashing. I would write it here, but
there is a section on alien warfare further down so I dont
think I need to.
- This is closely linked to a). Players tend not to like
pirates for some reason. Consider the following. You have
recently gotten hold of a set of primitive weapons ie
Primitive ram, disruptor, gun, laser, missile, and
fighter. You arrive at a star where there is a smallish
ship which only has a primitive laser. You, being greedy,
want that nice basic warp drive he has there, so you
attack him and utterly destroy his ship, gaining a broken
warp drive along with a few other broken modules that
will take a few turns to fix. Then you jump off somewhere
for repairs. In a couple of turns time you come face to
face with a rather large ship, and this ship sends you an
anonymous mail saying "Bye Bye." What do you do?
This ship has at least 1 of every kind of weapon at
advanced level. Hmm
a few calculations, and your
ship has just been destroyed. It turns out that the small
ship was part of an alliance which you could quite easily
have found out by talking to him. Instead, now youve
got a reputation as a pirate, and you have to restart.
Take my advice. Dont do this.
- However, swapping modules with other players is part of
the game, and can be done quickly and easily with a
little communication (somewhere along the lines of "can
I have one of your warp drives, I can trade you an
adventure location / weapon / money"). You get the
general idea. People like this option, and you get a good
reputation.
- These are free and easy. They require skill levels, but
also you gain a skill level by successfully completing
them. However, the only drawback is that the modules have
a low reliability. But hey, whats wrong with
maintaining for a few turns?
4) Alien Warfare
A more detailed section will appear here later. Basically the
plan is this.
- Find an alien that you can beat up. If you can't beat it
up, don't attack it. You will lose (Duh!!)
- Check that it has an impulse drive percentage greater
than yours (this will become clear later)
- ATTACK ATTACK ATTACK ATTACK ATTACK ATTACK (Unless you are
in the FSP, in which case, be a really nice ship, and do
nothing to that poor defenceless ant.)
- Pick up the scraps once the alien has exploded /
chickened out / run away / been destroyed / Become a
lawyer etc.
A few words of warning. At alien homeworlds, if you meet up
with an alien that happens to have it's home world at the place
you are at, it will not run away. It will say something like
"Rat 36 defending Homeworld Heroically". This can look
really amusing when all Rat 36 consists of is an impulse drive
and a life support! How the hell do you expect to defend a planet
with an impulse drive and a lifesupport I ask? In the process of
defending homeworld heroically, they will try to sneak up on you
and then explode at you. This causes quite a bit of damage, and
you don't get any modules that explode. Damn. They will explode
under two circumstances. If the alien has less impulse drive than
you, and they are doing less damage than you, they will explode
immediately, wherever they are. (If they are doing more damage than
you, they will continue to fight.) Secondly, if the alien reaches
adjacent range, they will also explode at you. Exploding at you
causes lots of damage!! There is an exact formula, but I can't be
bothered to work it out, so there. You'll have to look in the rules
won't you!!!
5) Human Fighting
There comes a point when you just have to slug it out with
someone. Be you a pirate, or someone just out for a revenge
attack. The same applies here as it does for fighting aliens,
with the added bonus that the ship will not do a kamikaze attack
on you and damage lots of your modules. If you are fighting a
human ship, it might be wise to consider what tactics that person
might be using, are they a complete and utter pillock ie they are
attacking you with a primitive fighter when you have a mediocre
ram at your disposal and they want adjacent range, and how much
damage could they do in one turn. It might be worth considering
all that is around you (eg terrain type!) as this does have a
bearing on what happens. For a more detailed idea on how to fight
people, e-mail us at smugglers_net@hotmail.com
and we will try to give you some tips.
6) Player v Player Etiquette
Ok. If you are just going to attack a player, it might not be wise to say
"Hello, I am going to attack you" since this then gives the player a chance
to run away / hide / gibber in the corner / formulate battle plans with
which to annihalate you. Right. Having covered that section of etiquette, this
brings us on to the topic of player v player etiquette where the ships
don't want to kill each other. Generally, these fall into three categories.
- Established player v Established player. In this case, I would
reccomend the smaller of the two hailing the larger of the two using the
anonymous mail option. Remember to put your name on it otherwise the larger
ship won't know who the hell it is from. These meetings generally take place
when two ships happen to meet whilst going about their normal business.
- Established player v Newbie. Here, it is definitely up to the
Newbie to hail the big ship. It is entirely possible that by doing this,
the Newbie will get a new mod out of this. These situations crop up mainly
at the less popular stars or planets that are not homeworlds. Usually,
these are arranged meetings in order to swap modules. I would offer this
word of warning though. While it is ok to ask for help occasionally, many
people like people to earn things for themselves, so constant please of "can
I have xx mod and xx amount of money" might just go unheeded. Also, only demand
what the more established player has said you can have. When a ship is a Newbie,
there isn't much for it to do, apart from exchange demo mods for primitive mods,
and start the long road of trading and attacking small aliens. Big ships however have
the means and the skill do be doing lots of adventures, and shooting up the rankings.
Whilst most big ships are more inlcined to help newbies, they don't like being taken
for granted with their help so try your best to be gracious, and thankful, and above all,
it is up to you to keep communicating with the larger ship to keep things going smoothly.
- Newbie v Newbie. Well, absolutely anything could happen here as at least
50 percent of the Newbies that join do not have a clue what is going on at the beginning,
and both could end up hiding in space from each other, or something equally amusing!
I think this section is best left to chance, as that what is usually is in the game itself!
7) Advanced Options
- Dybuk of Evil
- Favour
- Subspace Times
- Alioth Orbiting Oasis - Now the TBG newsgroup
- Anonymous Mail
- Trilobyte Player Pages
- The Rules
- Alliances
- Alliances
- Popcorn
- Criminals
- Officer levels up
- Under no circumstances should you release this guy.
Despite what some people say (like RUS Earless, and they
are perfectly entitled to their opinions, I just think
that they are wrong, but thats my opinion!) Evil is
a bad thing. Like its name says, Dybuk of Evil is
not good. Ok, so Dybuk wont attack a small ship
like you, but it pisses off quite a few of the bigger
ships whom Dybuk will attack by forcing them to waste a
few turns trying to kill him. And, when theyve
finished with Dybuk, theyll come after you. Some
people like this sort of thing. Count me among their
number!! Anyway, it isnt really worth it. For
releasing Dybuk, you get Popcorn. See popcorn for why
this isn't such a great thing.
- You may have noticed on your screen the Engineering,
Science, Medical, and Weaponary favour lists. These are a
good thing. However, once you get 15 favour in one of
those areas, you can start denouncing and geting even
more favour!! Yay!!! I can denounce. Must Denounce!!
However, if you do denounce, its quite possible
that youll run into the prophet you denounced
pretty soon, and things start to get pretty much like the
pirate scenario! Whoops. Ok, maybe not denounce denounce.
Ok, so how do I get the favour then? Well, if you read
the rules, like a good boy/girl then you will find out.
Basically, you get engineering favour for the size of
your ship and energy gained each turn, Science favour for
hacking starnet terminals, Medical favour for reducing
plagues, and weaponary favour for having lots of enemies
and scoring hits on other ships. There are 4 prophets. If
you get chosen by a prophet (Im not sure what you
are chosen to do, but you can get chosen!!) then you can
commune with the appropriate Great Old One for free
favour. No-one gets annoyed if you do this! However, if you
start denouncing a prophet without permission, then you can be
classed as a heretic. Wahey, it's time to burn people at the stake!
Well, not quite, but it does mean that you can no longer praise/denounce
and your modules suffer from a 1% reduction in reliability. Not Good. Take
my advice. Don't get into this situation!
- Ah, the good old SST. This is the place to publish
reports of pirates, to generally leave short messages, to
ask for assisstance (ie to ask for a module if you
desperately need one. Someone might give you one!) and to
generally leave little snippets of information about how
annoying that last alien encounter was, or how good that
last trade was. Also on this topic is
- The Alioth Orbiting Oasis. This is the local pub in TBG
and is a place for Bar Talk. You can find it by e-mailing
smugglers_net@hotmail.com,
or it is linked to on some playerpages. There is only one
rule for the Alioth Orbiting Oasis, and that is no
anonymous posting. If you have something to say, dont
hide behind a blocked up door. No-one will take you
seriously. However, I don't think this place exists anymore,
so the next best thing resides at the TBG Newsgroup. Just follow
the link on your secret URL turn page.
- The best way to talk to people is via the anonymous mail.
At least, it is for first contacting them anyway. Its
also quite amusing for posting anonymous messages to
people, but dont do that. Its not very nice,
and nice Mr Jeremy might take the option away. Make sure
you sign your ship name to all messages, and if possible,
put an e-mail address that you can be contacted at there.
When you meet a new ship, it might be nice to send an
anonymous mail to them if only to say hi and to state
your intentions (which are peaceful arent they. If
they are not, well, you can tell them if you want to, but
they might run away!) Anonymous mail is found via the
utilities page.
- A place to put any information about you and your
starship that you want. You can even put a link to
another site if you want more than one page (greedy so
and so. You never catch me doing that!!) This is also a
place to let people know what sort of ship you are, and
whether you want to be friends or whether you want to be
the school bully.
- Three words on this matter. READ THE RULES
- If there are other human ships at your location, you have
the option of allying with them. If you do, you can then
give them money. Isnt that nice. However, if you
ally with each other, then the stronger ship will guard
the weaker ship if they encounter an enemy. Ah, isnt
that nice. Theres not much else to say about this
sort of alliance, except that you can only ally with one
ship, whereas unlimited ships can name you as their ally.
If you try and ally with another ship, your first ally
will no longer be your ally and you cant give them
money!!! You can only give money to your ally if you
happen to be in the same place during the turn.
- The other sort of alliance is something like FORT, The
FSP, SIR, and the Smugglers Net. You can join anyone of
these (except FORT, which has a member limit so that
other players form their own alliances) as long as you
agree to their constitutions. The smugglers net doesnt
have a constitution, except to say that You must be
sociable.
- As I mentioned before, Popcorn has its advantages
and disadvantages. You can get popcorn one of two ways.
By collecting it after detecting it in a long range scan,
or by releasing Dybuk of Evil (NOT GOOD!!!) You can then
sell it, and the exact price is determined by
differentiating, raising to the power of 5/6, integrating,
interpolating it, taking the laplace transform of it, and
finally by adding 1 to your answer, ie there is a lot of
maths involved. Alternatively, you could look in the
rules to find out exactly how it is worked out. However,
here is the down side. Your crew health goes down 1% for
every popcorn you are holding PER TURN, so if you are
holding 21 popcorn, your crew health goes down by 21%
each turn. Soon youll have a ship full of dead
people. Isnt that a bit smelly?!
- These guys are detected at various places. Once you have
detected them, send in the LAPD (your weaponary officer!!)
to get him. If he resists arrest, get him with the stun
gun. If that misses, drop the cage from above on him. If
that misses, roll out the tanks and blast his backside to
kingdom come. Alternatively, just get a big stick and hit
him with it. This tactic has never failed for me. Once
you have him under arrest, interogate him to find the
next one. If he doesnt talk, increase the power of
the solar generators, so feeding even more electricity
through his body. Frazzle him, fry him, if all else fails,
hit him. Just make sure you extract information out of
him. Then take him to a prison, or accept a bribe.
- To get your officers skill up, you can send him to school,
you can send him to an academy, you can get him to repair
and maintain weapons, you can get him to go on adventures,
you could get him to hack starnet terminals, or you could
get an evil ring (see rules) and steal them off people,
so making them your enemy!! Not good. Also, recruiting
crew helps bolster the skill level so you can maintain
your modules better!!
Well, thats the end of this guide. I did this after
reading the Rough and Rougher guides (FSP and SIR respectively)
and if there is anything here that is there, thanks for letting
me use it. Since I did this without reference to the other ones,
I cant tell if any part of this is the same or not. Anyway,
if it is, that bit is courtesy of whichever guide it came from.