THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
THE JUMPGATE DEFINITIVE GUIDE - Tripod
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Support - Produce and supply shortage equipment to your friends or faction.<br />
When they get killed they'll be up and flying again in no time, which will give<br />
them an edge over their enemies. Alternatively run small consignments of<br />
equipment for individual pilots. If you anticipate a large battle, consider being<br />
ready to re-equip pilots as their pods (inevitably) return to the station.<br />
Smuggle - Supply one set of pilots without their enemies realising. You can<br />
supply their enemies too, so long as the first set of pilots do not know. And all<br />
the time you maintain an air of respectability among those who both groups are<br />
busy killing.<br />
Strip - Hinder the production of equipment or Faction Mission progress by<br />
removing certain commodities from stations. Remove carefully stockpiled<br />
equipment whilst your enemies are out getting killed, so when they return home<br />
it will take them longer than they expected to re-equip.<br />
Those suggestions become progressively more dangerous (and also fun), the<br />
further you go down the list.<br />
It helps if you have a character, with friends and enemies; if you can work with<br />
other pilots; and if, every so often, you are prepared to forget about making<br />
money and experience.<br />
A1. Appendix: Newbie Tips<br />
Taking a cargo mission that requires an hour of flight to find the commodity, or<br />
trying to trade expensive cargo with an appalling tax rate are some of the things<br />
that all new pilots do at some stage. They are part of a standard list that<br />
includes crashing into stations and asteroids, being killed by Mantas, and<br />
selling their engines without enough cash to buy new ones.<br />
Many pilots go through a second stage of newbie-dom when they first load up<br />
500 units of Uranium or Iridium and try and fly it to another station.<br />
New pilots need to address some issues before they can begin serious trading:<br />
- Rank - Primarily to allow ships with larger cargo capacity. Partly to allow the<br />
purchase of equipment.<br />
- Political Rating with all factions - Primarily to lower tax. Partly to allow the<br />
purchase of equipment.<br />
- Knowledge - Ability to fly main routes safely with reference to navigational<br />
hazards such as asteroids and Conflux. Knowledge of station docking<br />
approaches. Basic understanding of the markets and trading.<br />
- Cash - Primarily to allow the purchase of ship loads of most items. Partly to<br />
allow the purchase of larger cargo ships.<br />
A good way to do all that is to aim to level by collecting (Super)Nova medals.<br />
Muffy's guide to political rating powerlevelling strategy (<br />
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