Rebang Strategies anyone?

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mcdfatty
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Rebang Strategies anyone?

Post by mcdfatty » Fri Sep 10, 2010 7:28 pm

Whats the trick? Xavier or Kukamanga or anyone else? How do you medal every time? Post your rebang strategies on this post. Corp size, money making, building, invading, etc. Anything that will help me get a silver or gold medal.

/discuss

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Re: Rebang Strategies anyone?

Post by Mel'Kaven » Fri Sep 10, 2010 11:33 pm

Build by sol with these new layouts. build a water finger and it will never be taken. Taxi your way to another port, like freeside, kill npcs on the way for extra bits of money. get a merch freighter and then trade, if its not to expensive. but right after that, TRADE TRADE TRADE till u get enough money for CEO ship.

DONT BUY CARGO HOLDS AT A STARBASE ITS MORE EXPENSIVE.

Build by sol to get peeps, just build a water finger or ratmaze, your almost garenteed to get a bronze at this point.
Building by sol isn't even bad anymore since people can just get negs from ports anyways.

I am generally NOT good at rebangs because I dont have the pateince to do it but that doesn't mean what I am saying so not true.

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Re: Rebang Strategies anyone?

Post by Major » Sat Sep 11, 2010 1:47 am

don't die. almost always does the trick.

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Re: Rebang Strategies anyone?

Post by Barefoot » Sat Sep 11, 2010 2:54 am

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.

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Re: Rebang Strategies anyone?

Post by awesomepebble » Sat Sep 11, 2010 11:18 pm

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.
i like this :D

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Re: Rebang Strategies anyone?

Post by mcdfatty » Mon Sep 13, 2010 9:18 pm

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.
Hmm i think i may have to try this out a couple of times... thx tho...

/keep discussing

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Re: Rebang Strategies anyone?

Post by mcdfatty » Wed Sep 15, 2010 6:29 pm

do i need to bring colonists onto the planets, or rush refs?

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Re: Rebang Strategies anyone?

Post by MastrIan » Thu Sep 16, 2010 1:53 pm

mcdfatty wrote:do i need to bring colonists onto the planets, or rush refs?
I usually rush ref on first colony, need to fill it with all 4 consumables so you take advantage of as much growing time as you can before it comes out of UN. Subsequent cols I usually just prison build and keep loading pop into them from surrounding ports or from first col if it has gotten to like 9-12k and is pumping out followers at its most efficient rate.

Having the resources for morale growth is very important I think, as you are going to have the col grow as big as it can get, higher morale helps growth rate and once pop is huge morale will be shrinking.

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Re: Rebang Strategies anyone?

Post by Barefoot » Thu Sep 16, 2010 5:40 pm

mcdfatty wrote:do i need to bring colonists onto the planets, or rush refs?
Yes! By all means you want to have your population growing at the highest rate you can possibly have it growing. This means having a refinery filled with the 4 consumable resources (as Thorin mentioned). You also want to bring as many colonists to your initial colony as possible - as more colonists create a faster reproduction rate. I personally like to keep my colonies on Socialism work force at all times as well to keep population growing at a maximum.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Thu Sep 16, 2010 7:24 pm

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

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Re: Rebang Strategies anyone?

Post by Major » Fri Sep 17, 2010 5:08 am

stop using tux's avit!

build a few cols really far away and buy lots of tokens. support the game. 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.

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Re: Rebang Strategies anyone?

Post by Barefoot » Fri Sep 17, 2010 5:18 pm

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
No, that advice wasn't assuming you're putting down domes like crazy. You want to build in 1 system with that strategy so that you limit your chances of being found. You sure as heck want to build ref 2 and bio 3 - A col is fairly useless as a bio 2 (remember, you want the maximum population that you can get... colonies grow faster the larger they are, and followers = exp). Also, that was just one strategy that's not really very popular - I was just throwing it out there for some vets that probably haven't thought of it and would like to try it.

For a newbie rebang strategy, I would recommend building earthlike planets near a starbase and defending them well. They make good resources and grow population faster than any other planet type. Just find a system with 3-5 of them. throw a dome on 1 or 2 of them initially and don't build new ones until you are certain you can get them defended very well (3k+ tons of defenses) by the time UN protection ends on them. Try to have your initial colonies finished with bio 3 before UN runs out so that you will have a strong military workforce when it opens up to invaders. I would recommend rushing refinery and bio 2 initially on your first colonies to jump-start pop growth - a colony with 1k pop is just a waste of precious UN protection time. You should be able to get a silver medal with ease as long as you defend all your colonies properly with strong solars. If the bang is particularly empty, you could get a gold with this strategy.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Fri Sep 17, 2010 7:37 pm

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?

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?

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?

How about some character stat options? (dex,char,wis)

Ship options for people who are not c.e.o's?

Also, should i invade? if i do, should i contract w/ someone? whats the most efficient and cheapest way to do this?

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.

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.

Zed55

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Re: Rebang Strategies anyone?

Post by Barefoot » Sat Sep 18, 2010 11:17 am

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: 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 :P

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Re: Rebang Strategies anyone?

Post by -PLAGUE- » Sun Sep 19, 2010 4:21 pm

If you have a tourney you can transfer over, 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, and you can just change your attributes later with the tokens

I also tend to get CEO ship with 4 solar sails and 4 cargo bulkheads when I can afford it

See Builder categories on these posts might help a bit.

viewtopic.php?f=3&t=19068

viewtopic.php?f=3&t=18909

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Re: Rebang Strategies anyone?

Post by FortyTwoAxes » Sun Sep 19, 2010 10:55 pm

-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....

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Re: Rebang Strategies anyone?

Post by -PLAGUE- » Mon Sep 20, 2010 2:12 am

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....
Woops horrible typo sorry, i just completely messed up the whole point of the post didn't I? thanks for pointing that out, i been a little out of it recently, just upset about some things lol..

What I meant to say is that charisma increases your chances of getting a bartender to tell you the location of an artifact, making it easier to find them and using less fuel, after you get your arties you can reset your profile..

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Re: Rebang Strategies anyone?

Post by Catfish » Mon Sep 20, 2010 4:11 am

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.
rofl :lol: :lol:

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Re: Rebang Strategies anyone?

Post by Barefoot » Mon Sep 20, 2010 4:38 am

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.

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Re: Rebang Strategies anyone?

Post by -PLAGUE- » Mon Sep 20, 2010 4:47 am

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.
Yeah your right about that, don't bother with arties on a 14 day bang unless its conveniant. 18 day bangs or longer they could help out but no point in going to all the trouble of findin arties on such a short bang as 2 weeks or less.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Tue Sep 21, 2010 7:15 pm

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.

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Re: Rebang Strategies anyone?

Post by -PLAGUE- » Wed Sep 22, 2010 12:31 am

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.
To be honest I don't have a ton of experience with bangs, I'm not really into working my donkey off for a medal anymore since a good amount of people have a huge assortment of them and doesn't do them any good.

There really is no exact steps to placing a dome, just remember to think about every factor of invading when you drop it, think about the colony as if it were already built and defended with the best possible solar, how would it be hardest for you to take it?

Some invading factors are the players ability to swing your solar, the distance of the solar from the warp, as well as whether or not it will be easy for someone to distract the solar in the dome placement your thinking about. No colony is perfect however not everyone of those bases can be covered on most colonies.

Also you want to think about whether it would be easier for someone to slide into the colony if there is no risk in doing so, and consider how many defenses should go into defending the warping point as opposed to the colony, most colonies where you have to consider that are on planets where the dome is farther from the warp point.

Like I said before, to generalize the best way to place a dome on the colony, consider every option, and weigh a players ability to take it thinking as if it were your job to invade it.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Wed Sep 22, 2010 7:07 pm

Do people usually even bother invading a fully defended col on a rebang?

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Re: Rebang Strategies anyone?

Post by Barefoot » Wed Sep 22, 2010 7:59 pm

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?
In my experience, IGPs are just a waste of fuel. Now of course there are very rare exceptions to this rule, but they're definitely not good for stealing defenses/resources (because what are the odds you are building near one? - you sure as heck don't want to build near one if you can help it because you'll be found easily)
mcdfatty wrote:Explain the "dropping domes as quick as possible" method with a little bit more depth... like maybe the exact steps?
Basically this just means that you want to create new colonies to boost your followers growth rate later on in the game. There's no exact science to this or steps that you should follow, but I generally use a rule that if I can get 1.5k-2k population on a new dome immediately (either from ports or from existing colonies), and you believe that you can get it defended before UN ends, I go ahead and set it down (I always rush bio 2 on new colonies) - this is enough population to grow to the size you need to finish necessary buildings under UN protection. However you need to gauge whether you'll have the fuel/credits to get the new colony defended. getting ahead of yourself with too many colonies under UN could be a problem - my risky strategy I described in my first post on this thread of not defending colonies and cancelling UN (which I wouldn't recommend for you) would obviously change this.
mcdfatty wrote:Also what about people-wise: Should you sleeper-kill, 1vs1, or invade colonies?
Not worth it. You're not going to find any sleepers worth killing on a 2 week rebang. If you're playing to win by building, you're not going to be discovering any colonies worth invading (because fuel is precious and not to be wasted looking).
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.
I already answered your question about character stat options, but as far as mods go - you're not going to be able to afford mods on rebangs. They're extremely expensive in the beginning, and don't offer much value. Just get the CEO ship with 200 holds and work with that. It's more than competent to build with with mods.
mcdfatty wrote:Do people usually even bother invading a fully defended col on a rebang?
Generally speaking, no. However, a bad layout with weak solar? definitely.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Wed Sep 22, 2010 9:33 pm

Sweet thanks for the tips... please post any further tips on future posts

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Re: Rebang Strategies anyone?

Post by -PLAGUE- » Fri Sep 24, 2010 12:56 am

mcdfatty wrote:Sweet thanks for the tips... please post any further tips on future posts
Quick learner this one.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Fri Sep 24, 2010 1:48 am

what does that mean?

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Re: Rebang Strategies anyone?

Post by MastrIan » Fri Sep 24, 2010 2:40 am

-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?
Or not xD
mcdfatty wrote:Do people usually even bother invading a fully defended col on a rebang?
Definitely, I almost always invade on rebangs, but there have been rebangs I played or observed where it can be a complete build-fest. With solar cannon ore consumption going up I wouldn't be surprised if invading becomes increasingly common, especially for people who follow rebang strategies that focus on taking the gamble that they won't be found. Those people = gold mines, 100-200k follower jump in 15 minutes, doesn't get any sweeter than that.

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Re: Rebang Strategies anyone?

Post by KUKA » Tue Sep 28, 2010 7:43 pm

LOL... KUKA pretty much doesn't do ANY of the things other people have posted here :)

Yes only to the "trade until you are in a CEO" but even that's not the whole truth. Also, SOMETIMES sol building makes sense, about 1 in every 3 servers, and that depends on quite a few things.

Interesting to see what people feel have worked for them.

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Re: Rebang Strategies anyone?

Post by mcdfatty » Tue Sep 28, 2010 9:46 pm

when are the cases sol building is good?

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