Moderators: Moleman, Kwijibo, Luna, Major
Barefoot wrote:This strategy is risky, but if you play a server without many scouts, it's nearly impossible to beat:
Get enough starting money for ceo and and 16 domes. Build arctics (most people only check earths unless they're using neutrinos) out in the middle of nowhere (i mean really out there) on day 1 and immediately cancel UN on them. Don't bother building solar or defending. Continue to drop domes as quickly as possible to allow pop to build very quick. You should be able to blow any other builders away in followers by about day 5 (at which time you should have some solars/wfs built and can defend your cols if you feel it's necessary).
PROS:
- No need to build near a starbase (as you don't need defenses)
- No one that builds can possibly catch you in followers - they have to build under UN protection (5% tax hurts growth rate) AND they have to use money/resources defending their colonies and building solars
- No workforce % required for military, so this strategy takes very little effort. No real reason to ever leave system for resources, defenses, or really anything. This is the lazy man's strategy.
CONS:
- if someone happens to scan your system with neutrinos, you're pretty much F-ed
I've used this strategy well over 20 times, and it's usually a 50% success rate. However, it's an automatic gold when it works and requires almost no effort or playing time.
Barefoot wrote:This strategy is risky, but if you play a server without many scouts, it's nearly impossible to beat:
Get enough starting money for ceo and and 16 domes. Build arctics (most people only check earths unless they're using neutrinos) out in the middle of nowhere (i mean really out there) on day 1 and immediately cancel UN on them. Don't bother building solar or defending. Continue to drop domes as quickly as possible to allow pop to build very quick. You should be able to blow any other builders away in followers by about day 5 (at which time you should have some solars/wfs built and can defend your cols if you feel it's necessary).
PROS:
- No need to build near a starbase (as you don't need defenses)
- No one that builds can possibly catch you in followers - they have to build under UN protection (5% tax hurts growth rate) AND they have to use money/resources defending their colonies and building solars
- No workforce % required for military, so this strategy takes very little effort. No real reason to ever leave system for resources, defenses, or really anything. This is the lazy man's strategy.
CONS:
- if someone happens to scan your system with neutrinos, you're pretty much F-ed
I've used this strategy well over 20 times, and it's usually a 50% success rate. However, it's an automatic gold when it works and requires almost no effort or playing time.
mcdfatty wrote:do i need to bring colonists onto the planets, or rush refs?
mcdfatty wrote:do i need to bring colonists onto the planets, or rush refs?
mcdfatty wrote:And this is assuming I'm randomly putting domes down like mad, right, and not defending them? Does this mean i have to build the ref2 and bio3 for every one? How many cols do i build with this technique?
2ndly assuming the first technique doesnt work for me, can u give me tips about base system building (getting 3-4 cols in one system fully developed and defended, then moving on to another system), this is the way i usually build
mcdfatty wrote:Should i throw in an arctic or mountain for some variety? or other planet types, such as intergalactic paradise world? What about defending? should i just buy flaks and solar cannon? or save money for cmines and lasers?
A mountain is certainly handy because of the atom smasher, but it's certainly not necessary. Feel free to colonize arctics as well if they're in system. Just try to find a system with plenty of earths/arctics/oceans - these planets have the highest growth rates. I would avoid paradises as they can be found by anyone buying drinks at ports. The LAST thing you want in a rebang is to be found easily. I would use flaks and cmines to defend the colony with a few lasers near the dome. All lasers would be the safest, but it might not be cost effective
How about planet layouts? which is the best/easiest/cheapest to defend? Also where should have my building system? near sol? near other bases? or as far away as u can possibly get?
There are so many layouts that it'd be tough to cover all of them here. This link has some descriptions of decent layouts and dome placements that I marked: http://www.starportgame.com/sgeforum/viewtopic.php?f=3&t=2928&start=180 (scroll down a bit on that page to find them). There are more on page 6 of that thread as well
Also should i corp with 1 or 2 people? if i do, whats the best way for all of us to work to make it so all 2 or 3 of us get at least a bronze?
No, it's really not worth corping with anyone on a rebang. You really need the CEO ship. If you really want to, you could build together in the same system to get started, but usually someone does all the work and the other person doesn't do anything. I NEVER corp with anyone on rebangs. EVER.
How about some character stat options? (dex,char,wis)
This is sort of up to your personal preference, but I generally do 4-5 dex to keep my ship with enough energy so that I don't beat my head against the wall trying to build. Flying with 0 dex can drive even the most sane person to lunacy. Charisma helps to get colonists from ports, but it's not too necessary. I'd put the most into wisdom. My goto stat allocation seems to be 3 charisma, 4 dex, 8 wisdom most of the time
Ship options for people who are not c.e.o's?
CEO ship is the ONLY option. I suppose that the IG ship would be viable now that it has 16 holds, but 200 cargo holds sure is nice.
Also, should i invade? if i do, should i contract w/ someone? whats the most efficient and cheapest way to do this?
If you get bored? sure, go for it. I wouldn't bother though if you're trying to win. You're not going to have the dex to do any decent invading, and you want positive rep to grab colonists from ports. Also, you're not really going to have any available fuel if you want to be competitive as you should use all available fuel building
How about to start out? should i taxi, trade, escort, kill npcs? whats the best/fastest way to get me a good ship, max holds, and 50k without using too much fuel.
In the very beginning, you're just trying to get in the CEO ship so you can use trade routes to get money. Doing a few taxi runs can work OK, but don't do too many (as they don't make that much money for the fuel). I personally just head in the direction nearest starbase that isn't sol (as sol is the most expensive starbase for ships, generally) and do taxi runs along the way. Just make sure to pick up the most expensive resource at ports you find and sell them when you run across ports that buy that resource. Just try to be efficient - don't miss an opportunity to make a few credits at any port you come across
Once you get in the CEO ship, go as far from everything as you can possibly get to find ports that are as close to 100% buying demand as possible. In the first day or two, there won't be very many, but there should be large pockets of ports close to 100% (because no players have traded there) where you can buy and sell resources between ports that are 1 hop from each other and make large amounts of cash because the demand %'s are so high.
Sorry if i'm being annoying, i'm just trying to get every aspect covered, not just for me, but i'm sure everyone can benefit from this. Thanks though for the help.
It's no problem, man. It's hard to help with the basics without someone specifically asking because we generally forget about all these little things
-PLAGUE- wrote:When starting a bang I sometimes set my charisma to 10 wisdom 3 and dex 2, because more charisma you have less fuel you waste lookin for the arties you want
FortyTwoAxes wrote:-PLAGUE- wrote:When starting a bang I sometimes set my charisma to 10 wisdom 3 and dex 2, because more charisma you have less fuel you waste lookin for the arties you want
sure charisma helps you use less fuel....
Major wrote:then give your gold to some random illegitimate child just so trillz can't medal.
it's worked so far for everyone else that ever played a rebang.
Barefoot wrote:Also note that all the strategy I have been describing applies to short bangs (18 days or less).
Chasing artis on short rebangs is a complete and utter waste of fuel, I feel.
mcdfatty wrote:Hmm dont search for artis... ok i guess that makes sense. What about Igp's? Are they good for anything other than stealing defs off of them for another col and harvesting?
Explain the "dropping domes as quick as possible" method with a little bit more depth... like maybe the exact steps?
Also what about people-wise: Should you sleeper-kill, 1vs1, or invade colonies?
Maybe you could list more character stat options and ship module options? The link you gave earlier gives options more suited for permas and invading, rather that rebangs and building.
mcdfatty wrote:Hmm dont search for artis... ok i guess that makes sense. What about Igp's? Are they good for anything other than stealing defs off of them for another col and harvesting?
mcdfatty wrote:Explain the "dropping domes as quick as possible" method with a little bit more depth... like maybe the exact steps?
mcdfatty wrote:Also what about people-wise: Should you sleeper-kill, 1vs1, or invade colonies?
mcdfatty wrote:Maybe you could list more character stat options and ship module options? The link you gave earlier gives options more suited for permas and invading, rather that rebangs and building.
mcdfatty wrote:Do people usually even bother invading a fully defended col on a rebang?
mcdfatty wrote:Sweet thanks for the tips... please post any further tips on future posts
-PLAGUE- wrote:mcdfatty wrote:Sweet thanks for the tips... please post any further tips on future posts
Quick learner this one.
mcdfatty wrote:what does that mean?
mcdfatty wrote:Do people usually even bother invading a fully defended col on a rebang?