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 Trade Wars 2002
 
Version 3
 
(C) Copyright 1990, 1991, 1993, 1997 by Martech Software, Inc.
A quality BBS game brought to you by
Martech Software, Inc.
Trade Wars Support BBS
Lawrence, KS  
Telnet 
Web  
Fido
(785) 842-0300  
telnet://loft.martech.net 
http://loft.martech.net 
1:299/110
 
 
 
 
ABOUT THE GAME
 
Trade Wars 2002 combines adventure and exploration with strategy and cooperative play in an entertaining and exciting on-line game.  You compete against other BBSers to be the most powerful trader (or corporation of traders) in the universe.  Independent traders can compete quite effectively against large corporations.  Corporate members can perform specific duties (as directed by their C.E.O.) in specialized ships.  Traders can be "good guys" or "bad guys" with different avenues for advancement.  The universe can be different with each new game.  There is no right or wrong way to play and the possible strategies are limited only by one's imagination.
 
 
 
PLAYING THE GAME
 
When you enter the game, you will be piloting a Merchant Cruiser.  This is considered the most versatile ship in the Trade Wars armada.  In it, new players have a chance to try out all aspects of the game.

Upon entering, you will be asked what alias you would like to use in the game and what name you would like to christen your ship.  The alias you choose will display in the player and corporate rankings and in several corporate listings.  Your ship name will be used in the docking logs at the ports.  You can use these names to be as conspicuous or as inconspicuous as you want.  If your sysop has it configured this way, you will also be given a personal planet when you enter the game.  You will be asked to name the planet here.  You can then use option <Y> Your Personal Planets from the Computer Menu to locate the planet.

The equipment in your initial ship will include some holds to store the cargo that you can trade at the ports found throughout the universe.  Trading is the basic way to advance in the game.  By good trading, you can gain experience as well as gain credits.  The credits you earn can fund your military and can provide the capital you will need to expand your trading expeditions.  You will have some credits with which you can purchase some commodities for trading.  You will additionally have some fighters to offer some protection as you begin your voyage.

The game will differ with each different group of players.  Individual traders are ranked by their experience.  You gain experience simply by playing the game.  The more things you do, the more experience you will get.  Good and Evil are represented by the titles each player receives.  Your experience combined with your alignment will determine whether you are a Lieutenant or a Dread Pirate.  When you do something that affects your alignment, you will get a message saying your alignment went up or down and by how much.

There are benefits and drawbacks whether you choose to play the game as a good trader or an evil trader.  Traders who follow the FedLaws are offered protection in FedSpace until they are experienced enough to protect themselves.  Traders who aspire to be very good can be awarded a Federal Commission.  This allows them to purchase an Imperial Starship.  This is one of the most powerful ships in the universe.  On the other hand, the evil traders are offered some options in the Underground.  Traders who have proved that they are truly evil can steal product or money from the ports.
 
 
 

THE UNIVERSE
 
You will be traveling in a universe, whose size was determined by your SysOp.  Sectors may have planets, ports, other players, empty ships, aliens, Ferrengi, Federation Starships, mines, message beacons, fighters (belonging to you, other players, rogue mercenaries, or the Ferrengi) or the sectors may contain nothing at all.  If in your travels you come across something undesirable, your initial ship comes equipped with 30 fighters with which you can defend yourself.

Many players find it useful to have a home sector or group of sectors.  Players, especially those just joining a game, need an out-of-the-way place to stay so they can build up their assets.  You can explore the universe and look for dead end sectors to use as a hiding place.  Corporate bases built in traffic lanes do not fare too well and those in the major thoroughfares (in the paths between the class 0 and class 9 ports) just do not stand much of a chance.

Planets play a key part in your success as a trader.  Terra, the first planet you encounter as you enter the game, is where the people can be found to colonize all other planets.  Remember, the environment on some planet types may be hazardous to humans.  The other planets in the game will, if inhabited, produce Fuel Ore, Organics, Equipment and Fighters.  The amounts of these commodities produced will be affected by the type of planet.  For example, a Mountainous planet will provide more Fuel Ore than an Oceanic planet.  You and the other traders decide where the planets will be.  You can purchase a Genesis Torpedo and use it in almost any sector in the galaxy.  If the planet has enough of the required commodities and enough people to supply the labor to build it, you can begin construction of a Citadel.  The Citadel can provide you and the other members of your corporation with a secure place to dock your ships and deposit the credits you've earned.  As you progress in the game, your Citadel can be upgraded to provide additional protection to you and your corporation.  If you decide to build a planet in your home sector, be sure you can defend it.  A planet is very vulnerable until it has a Combat Control Computer (level 2 Citadel) to safeguard it.

There are ten different types of ports scattered about the universe.  The ports are classified by the products they buy and/or sell.  Port classes 1 through 8 trade the three basic commodities: Fuel Ore, Organics and Equipment.  The universe also contains specialty ports for the other items you will need to advance in the game.  There are three Class 0 ports where you can purchase holds (beneficial for moving colonists to your planets as well as transporting goods for trade), fighters (to help protect your territory), or shields (to protect your ship from the traps laid by your enemies).  There is one Class 9 port that contains not only a Trading Port, but also a StarDock.  The StarDock houses the Stellar Hardware Emporium, the Federation Shipyards, the Lost Trader's Tavern, the 2nd National Galactic Bank, the Videon Cineplex and the Interstellar Space Police Headquarters.  There are other places of interest located in the StarDock.  These places you will have to discover on your own.  Some are not advertised because they are establishments of questionable repute.  Others are Federation buildings that house top secret government information.
 
 
 

PEOPLE IN THE TRADE WARS UNIVERSE
 
A large part of playing is interacting with others in the game.  You can mingle with other players in the Lost Traders Tavern, gambling against them, conversing with them, leaving announcements at the door or writing a message on the bathroom wall.  You can combine your assets with other players of the same alignment to form a Corporation.  Just be aware that more than one Corporation has been brought down by a con man who wormed his way into the Corporate structure.  You can have a chance encounter with other creatures of the universe, both real (other users) and Non-Player Characters (the Federals, Alien traders and the Ferrengi).  Chance encounters offer many possibilities and can advance you in your chosen career path.  Your alignment and experience and the alignment and experience of the creature you encounter will determine just how that advancement if affected.

Other traders are users just like you.  They have alignment and experience points.  You can see all the others by Listing Traders from your ships computer.  By using the listing, you can see which players are good and which are evil.  You can estimate whether the other player would better serve your needs as an ally or adversary.

The Federation is the main governing body of the cosmos.  You will meet the Feds if you go to the Police Station.  You might run into them as you roam around space.  The Feds don't look kindly on players who break FedLaws, so if you're not careful, they might visit you when you least want their company.

Alien traders are visitors from another universe who are looking for better ports.  You can get a listing of the Aliens similar to the one you get for other traders.  Aliens also have experience and alignment, but you cannot form a Corporation with them.

The Ferrengi are a greedy, cowardly group.  Their primary purpose is the speedy acquisition of money.  They will steal from anyone no matter what the person's or corporation's alignment.  They seldom engage in face-to-face combat because they prefer the advantage of surprise when ambushing their opponent.  They often travel in groups and will spy on promising territory.  After targeting an area, they will raid the sector when it is least defended.  If they are attacked, that group will hold a grudge against the attacker and they will not rest until they feel the score has been settled.

Explore the universe and take part in the adventure.  You can just look around or you can become a dominant factor.  Most of the displays are fully explained.  When you are asked to make a selection, anything displayed in brackets [], will be the default.

Most displays can be aborted by hitting the space bar.

Good Trading and Good Luck.
 
 
 

 
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