Cap’n Jack’s Trade Wars Challange
![[Cap’n Jack]](images/mjb/capt_jack.jpg)
ARRHH! So ye think ye’ve got what it takes to beat ol’ Cap’n Jack, do ye? I’ve been plying these here spacelanes for longer then ye’s been alive, and no man nor alien has beaten ol’ Cap’n Jack yet! So come on, me hearties! Don’t be shy! Grab yer ship and get trading!
An’ watch out for ol’ Cap’n Jack!
BWAHAHAHAHAHAHAHAHAHA!!!
Introduction
Trade Wars 2002 combines adventure and exploration with strategy and cooperative play in an entertaining and exciting on-line game. You compete against other on-line gamers 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 specialised 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 the 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.
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 & Good Luck.
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