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Preface
Guiding others seems to be my lot in life. I figured I may as well write it
all down. It don't mind. At least I am very good at it. I will show you how
to navigate, trade and handle your craft like an old space hound. I will
however not teach you to fight.
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Table of contents
1. Sectors and Wormholes |
2. Things that noone told youYes, there are probably more than a few things that noone has told you. I'll try to clarify a few of them here. For example, when you go through a wormhole, your electronic star chart will go bananas. It always does. All you have to do to correct the problem is refresh the client. In most space craft it is the F11 key, I believe. Another thing that some people fail to know is how the ships cargo holds work. Let us use an example: A Delta Frigate. This ship has 30 tons of cargo space and also room for 50 troops and 10 colonists. This does not mean that you have to choose one or the other. In fact, you can carry 50 troops AND 10 colonists AND cargo. But it gets even better than that. The thirty tons of cargo space means that you can bring a maximum of 30 tons of EACH cargo. Yes, this means that you can carry 30 tons of gold AND 30 tons of Steel AND 30 tons... Well, you get the drift. STAY CLOAKED. If you are cloaked, more or less noone will detect you. There are ways of hunting down cloaked vessels, but at least the raiders and stations will leave you alone unless you practically ram them by misstake. If you want a fight, turn off the cloak. If you want to remain safe, keep the cloak up. There are a few server commands that are very useful. First of all "who". This command will show all players who are online. Second command is "ex". This is a short for examine and will show details about objects. If you give the server command "ex me" it will give a detailed description of yourself and your ship. If you replace the "me" with a name or number of an object you will recieve information about that instead. If you do not own the object you want to examine, the command ex will tell you little more than who owns it. If on the other hand you do own the object, you will get a detailed description just like you did with "ex me". Also, here is a nice description of what the gauges on your control panel really mean.
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3. Things that everyone told you
"Read the terminus FAQ." Remember that one? Yes, you've been told. In this
case, it is also a very good idea. The FAQ contains a lot of information
that is good to know. Information on colonisation, raiders and many other
features specific to Terminus and some general information about XSW. Read
it, all of it. I guarantee there is something in there you don't know yet.
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4. Control
Here really is not very much to say. This comes with experience, but
there are a few things one should remember. Make sure you know where the
key for the internal dampers is located. It is hard to stop without it.
Also, make sure you know where the key is that sets the engine power to 0.
In combination with each other, you will have a very short stopping
distance. Also remember this: The keys for increasing/decreasing thrust
will be much more effective if you press SHIFT while you use them. This
can be vital to know, in case you must flee.
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5. NavigationI believe an ancient Human emperor once said Navigare necesse est, meaning Navigation is essential. He was of course quite right. Your first navigational aid is the scanner. It will show all objects within a certain distance. Objects that are hard to see will not show up until you come even closer. One example of hard to see objects are asteroids. Your second tool is the Star Chart. This will show the entire sector and all objects in it that are either independant or belonging to your empire. The third and very useful tool is plotting an intercept course. You can do this manually by pressing "i" I believe, and enter the object name or the object number manually. It is however much easier to:
Once the intercept course has been plotted, simply blast away with the
engines, and the navigational computer will steer you to the right place.
Do not forget to brake when you reach the target, though.
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6. TradingYes, this is what it is all about. Trading. Making money and keeping it once you got it. Let's start with how to keep it. Can't have you run off and make money just to loose it all, now can we? If your ship blows up, it is gone. So is your cargo and your credits. There is only one exception. Raw Materials is a goods that is available at most large bases. It is also rather odd compared to the other goods. First of all, it is very, very expensive. Buying one single ton will cost you anywhere from 100.000 to 150.000 credits. However: If you die you can never loose more than 33% of your Raw Material. Raw Material is usually refereed to as RMU and it is wise to invest in it. If your ship blows up, it is nice to be able to sell some RMU and buy a big warship without having to trade for hours in a small ship. All ships can carry 100 units of Raw Materials. Just like money in the bank. Making money is easy. Making lots of money fast is almost as easy. The only trick there is to it, is to select a good trade route. There are essentially three places to find cheap goods to buy.
StarDocks And StarBases too trade in goods, but I find that the above are much more reliable. However, it never hurts too look! One way to trade is to buy goods cheap at asteroids and sell it at planets and starbases. This means that if you buy all goods from an asteroid, you must visit both a planet and a starbase to sell it all. Another way is to simply trade between a planet and starport, as they both buy each others goods. This is the way I usually choose. Naturally there are more ways than this, but these are the most simple and often the most profitable ones. I have simplified things a bit when I say "this kind of base buys and sells these goods". What I really mean is that IF a base trades in a certain kind of goods, it will be cheap or expensive according to the above statements. As almost no base will trade in all kinds of goods, the trick of a good trade route is to find bases close to each other that buy and sell each others goods. On a good trade route, you should on average carry at least three kinds of goods all the time.
Lets make a quick calculation on the profit: Say we trade gold, steel and
food in one direction and electronics, medics and atomics in the other.
Lets also say that we buy all goods for 50 credits/unit and sell for 500
credits/unit. This example is neither the best nor the worst I've seen.
This means that we will make a profit of 450 credits per unit. We have
a cargo hold of, say, 30 tons. As we carry three kinds of goods at the same
time we are in fact carrying 90 tons total. The profit per one way trip
will then be: 90 tons * 450 credits = 40500 credits. Now if we make a one way trip in 3 minutes, we will make 20 trips in one hour. This means a profit of 810.000 credits in one hour! For this kind of money you can buy the biggest ship in the game and have enough spare cash to clean out the local pub. If you buy a ship with 100 tons cargo hold, you will on the same trade route make 2.7 million in one hour. Voila! You are rich as a troll! When you have traded for a while, the bases where you sell goods will run out of money. You can prevent this somewhat by investing in RMU at the bases that are low on money. Planets do not sell RMU, so these can quite quickly go bankrupt and be useless for all eternity. When this happens, find a new trade route and leave the planet to suffer in poverty.
The way I recommend all pilots to start is this. Buy a small ship, like a
Delta Frigate. That has 30 tons of cargo holds. Trade until you can buy
a Dolphin Cruiser or Rothkar Warship. When you have that ship, keep trading
until you have a nice pile of RMU. When that is all done, do what you want.
Invade, murder, loot and pillage. Whatever turns you on.
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7. CommunicationWhile not directly related to trading, I figured I'd mention a few things.
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8. ShipsI will end this guide by giving you a few tips on good trading vessels. The first I recommend is the Dolphin Cruiser. This ship has 100 ton cargo holds. There is no ship with a larger hold. The second ship I recommend for trading is the Rothkar Warship. It also has 100 ton cargo holds, but also has the largest capacity for troops and colonists. Furthermore, the Rothkar is a formidable Warship with powerful weapons and a good cloaking system.
Good Luck, Pilot |