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Corporate Composition?
https://mail.black-squirrel.com/viewtopic.php?f=13&t=17575
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Author:  Gray Lensman [ Tue Aug 01, 2006 12:59 am ]
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Okay, I get the 5 man corp make up (3 blue/ 2 red). and I can see a 4 man (2 blue/2 red) and 2 man (1 each). What about the best setup for a 3 man corp?

Author:  LoCuTiS [ Tue Aug 01, 2006 1:22 am ]
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unlim or low turn, truce or no truce

Author:  Parrothead [ Tue Aug 01, 2006 2:35 am ]
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mbbs or not?

Author:  TheButcher [ Tue Aug 01, 2006 2:36 am ]
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the big question is the edit! does it favor building or cashing?

Author:  Singularity [ Tue Aug 01, 2006 2:45 am ]
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All of the above and... who's the competition?

Author:  LoCuTiS [ Tue Aug 01, 2006 3:33 am ]
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and what did you eat for dinner?

Author:  severian [ Tue Aug 01, 2006 5:08 am ]
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Don't forget breakast, the most important meal of the day!!!!!!!


Seriously, see all above and wonder; "Gee, I wonder if them edits change how I should go about this?" Because they do, to sum up previous posts.

Author:  Silence [ Tue Aug 01, 2006 5:36 am ]
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In other words: You have 5 choices with a 3 man corp. The edits completely dictate which choice to make.

And yes, we all know we have been of aboslutely no help at all in regards to your question. Welcome to tradewars. [:D]

Author:  Promethius [ Tue Aug 01, 2006 6:01 am ]
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With 3 players you have the following possibilities:

3 reds (all out cashing in an unlim to take the game very quickly)

2 reds 1 blue (some colonizing, but need cash to hurt the other corps probably a mid turn to unlim range game.)

1 red 2 blues (colonizing game - edits favor blues that have cash in a low turn game - could be MBBS)

3 blues (colonizing game - edits favor the builders)

k, be forewarned, I suck at turn game strategy so some of the corps that play turns should give you better info. Hoot Owl, Zep or Maggie would be good to get info from as I've ran into their corp a few times and they always seem to be pretty good.

Author:  LoRD TaLoN [ Tue Aug 01, 2006 7:02 am ]
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quote:Originally posted by Promethius

With 3 players you have the following possibilities:

k, be forewarned, I suck at turn game strategy so some of the corps that play turns should give you better info. Hoot Owl, Zep or Maggie would be good to get info from as I've ran into their corp a few times and they always seem to be pretty good.


[</ POUTS \>] ... :) I make it my mission to check settings and setup corps in low turn games accordingly ... [snicker] ... so i can help too !!

PS: prom you never answer yer icq's bro , love to get you on my team again in another good turn based game if yer interested...

-LT

Author:  Promethius [ Tue Aug 01, 2006 7:38 am ]
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quote:Originally posted by LoRD TaLoN

quote:Originally posted by Promethius

With 3 players you have the following possibilities:

k, be forewarned, I suck at turn game strategy so some of the corps that play turns should give you better info. Hoot Owl, Zep or Maggie would be good to get info from as I've ran into their corp a few times and they always seem to be pretty good.


[</ POUTS \>] ... :) I make it my mission to check settings and setup corps in low turn games accordingly ... [snicker] ... so i can help too !!

PS: prom you never answer yer icq's bro , love to get you on my team again in another good turn based game if yer interested...

-LT


I took a bit of a break from Tradewars and have just started playing some recently. RL requirements still has my time short sad to say so I have been playing solo. ICQ has been off for the most part - probably need to turn it back on since I formatted the HD and reloaded everything on this system recently.

Author:  LoCuTiS [ Tue Aug 01, 2006 7:39 am ]
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you could always invite me to a game, since no one else will play with me

Author:  Singularity [ Tue Aug 01, 2006 9:57 am ]
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Laff. N+1 permutations.

A 2 man corp has 3 possible permutations of reds and blues.
A 3 man, 4
A 4 man, 5
A 5 man, 6 permutations.

This algebra lesson brought to you by the number e and the letters X and Y.

That said, even in edits where you should have 3 reds... if your guys are brand spanking new and can't cash you might find they're smarter to stay blue (and fedsafe). So sometimes your own corpies have to dictate the approach as well.

In an MBBS turns game you really only need 1 red once your cash planet is mobile. In an unlim, MBBS or not, you'll be dead before your ports are ready so just go for broke.

Author:  Parrothead [ Tue Aug 01, 2006 4:48 pm ]
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and we get a math lesson in "n x n-1" from Mr. Sing Sixth grade math...laff

Author:  Singularity [ Tue Aug 01, 2006 5:12 pm ]
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Laff, 6th grade eh? n * n-1 would be 5*4=20. Obviously there aren't 20 permutations. Guess you need to go back to 6th grade, P-head. =)

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