Issue 9- Turn 751

 

  

 

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The Mighty Pirate

Life As A Newbie: The 100 Turn View

The Finances Section

The Editorial

Rambling Randal

Letters To The Editor

The SN Shop Report


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Terminals Purged List

Corby's Turnulator

TBG Anon Mail

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THE MIGHTY PIRATE?
by Nigel Villiers-Smythe

From recent comments in the SST from the SIR alliance, it appears that the Mighty Prophet, Flying Haddock has been causing some unrest with them. We delved a bit deeper, and our sources can reveal something slightly more sinister. It appears, from first impressions, that the Mighty Prophet has piratical tendencies. However, sometimes first impressions can be deceiving.

Our sources have confirmed for us that Flying Haddock recently extorted a module out of the SIR ship Duplo, claiming that he was doing the work of the Mighty One and "hunting down false prophets and their supporters". When we asked Flying Haddock about this, he was very adamant that he was doing the right thing, and that, in his words, "those who support false prophets need to be shown that this is a bad thing. Those who wish to become false prophets should also be shown the error of their ways".

One thing that is for certain, The Mighty Prophet is certainly being totally consistent with what he is saying, which in all fairness cannot be said for SIR. They have publicly called him a pirate, yet they have not adhered to the text on their own website. At the time of writing, Flying Haddock has not appeared on their enemy list, despite the fact that he has indeed fulfilled all three criteria that should be required, namely:

1. He has released Dybuk. (searching in the archives, it can be seen that at one point he was holding a handsome of popcorn recently after Dybuk had been released).

2. He is a known pirate, at least according to the SIR post in the SST.

3. He has attacked an SIR player physically and verbally - he threatened Duplo with force and our sources can reveal that his main bone of contention is with Tiny, another SIR ship.

However, despite doing the above three things, he has still failed to appear on the SIR enemy list. The question is this. Is Flying Haddock really a pirate, or are SIR attempting to destabilise the prophet at such a time when Dybuk is being freed as often as he is being chained?


THE FINANCES SECTION
by Nigel Villers-Smythe

The Finances Section makes a welcome return to this edition of the TBG Tribune. There will be more analysis of it in the next edition of the Tribune:

Turn 745

Turn 750

Average over last 5 turns

Change in Average from last 5 turns

Average Engineering Favour

98

99

97.4

Not Known

Average Science Favour

66

65

65.8

Not Known

Average Medical Favour

138

143

141.2

Not Known

Average Weaponry Favour

117

119

117.6

Not Known

Average Terminals Accessed

4

4

4

Not Known

Average Cash

5423

5671

5476.6

Not Known

Average Torpedos

46

47

46.2

Not Known

There will be more analysis of this table in the next edition, but it can be seen immediately that the levels of cash that players have is consistently increasing.

If you would like to see any other information here, do not hesitate to contact us at thetbgtribune@yahoo.co.uk


THE EDITORIAL

Welcome once again to the TBG Tribune. Apologies for the slight delay in publication. There were leaves on the line between Calcutta and Bangalore which meant that the train was delayed. Anyway, we finally got back and managed to put the issue up. If you would like to write for the Tribune, do feel free to contact us at the address below. It would only require one article per 5 turns (less if we get more people to write for us), and you could get to see your name in lights.

Keep the feedback coming in to thetbgtribune@yahoo.co.uk.

The TBG Tribune Editorial Team  

 

LIFE AS A NEWBIE: THE 100 TURN VIEW
by Lucia Pacciola

Let me guess:  You passed the test, received your ship, and promptly gained access to an alliance information database.  After that, it was an easy ride to the top-20 lists, right?  You raced around scooping up adventures, scoring modules, and building officer skills.  Next thing you knew, you had a mass 30 mediocre vessel that you could easily maintain, and your biggest questions were "carrier or gunship?" and "which Chosen should I be?"  You've got an impressive list of allies, all your officers are Enlightened, and you've started protecting newbies at the Academy meets, right?  Right?

R-i-i-i-ght.  I didn't think so.

"Newbies" face some of the most difficult challenges in TBG.  These are Captains within their first 100 or so turns at the helm of their ship, who are still learning the ropes.  They need information, direction, and most of all, experience.  Later, they will face other challenges, but by that time they'll be armed with a much better knowledge of the issues.  They'll have friends, databases, and lots of practice with the various elements of Galactic life.  To begin with, though, they're faced with a vast, unmapped terrain, and little or no idea how to get started.

Many newbies are brought in via word of mouth, so they at least have one Captain to talk to.  Even so, it can be very difficult to clear those first few hurdles--in my case, the Captain who introduced me had much more important things to do than babysit my first 100 turns.  After that initial transfer of $energy, we've had very little contact.

And newbies are constrained by a time limit as well: those modules aren't getting any younger!  Quite the opposite; that ship of yours is deteriorating all the time.  Not only do you have to figure out how to solve that problem, but if you don't do it soon, you'll end up having to restart (if you don't simply give up in frustration).  And don't forget that if you guess wrong early on, that mistaken course of action will cost you dearly.  Later, you'll have a lot more flexibility, but in the beginning that restart is going to be gaining on you with every misstep you make.

Who would sign up for that?  Fear not!  It's not a losing proposition, and the Galaxy abounds with helpful souls who actually seem to enjoy helping you out of the first-turn darkness into the well-lit arena of trade, religion, politics, and PvP combat that is TBG.

Earlier I said that new captains need experience, which we mostly have to get the hard way.  I say we, because I've been helming my own vessel for just over 100 Turns myself.  Every issue, I'll be writing something like an "advice column" for new Captains.  I'll share my experiences, give my views on how to get up that first steep learning curve, and answer questions from anybody who cares to ask.  I'll also provide links to helpful resources I've found, and review some of the more common elements and tools that ease the well-tempered Captain's life.  It'll be the story of one Captain's progress through the Galaxy, serialized for the edification and entertainment of all.  Stay tuned!

NEXT ISSUE:  Information--Why Do I Need It, Where Do I Get It?

Have a question you'd like Lucy to answer?   Ask her!


 


Logs onto a Cold Fire?- Rambling Randal

Constitution has undoubtedly shown himself to be the newbie champion by flooding the shops with basic mods. The SN shop report this turn shows that over 50% of the mods in the shops are basic, and most of those are warps (if you include the primitive warps in the mix). Let me leave this for a second and digress. There has been a rabid design list controversy raging over a proposed new mechanism to more easily allow newbies (read: the weak) to assert their collective political power. There are many opinions, ranging from "the weak can't assert their collective influence" to "the weak don't care to assert their collective influence." In either case, incompetence or apathy, the weak simply exist, like a tree or Weasel 127.

Now, let me bring it all together for you. Constitution, champion of the weak, is dumping mods on a population of players that simply exists. This population doesn't do anything other than exist. They don't even vote. In the process, mediocre and exotic mods have all but disappeared from the shops, and entire categories of module are virtually non-existent. In fact, I will go so far as to accuse Constitution of perpetuating the plight of the weak by giving them so many basic mods that they will never have to ask or plead with a larger player for one ever again, hence killing what little motivation for inter-player communication there was left within this population.

With the growing acceptance of piracy in TBG, the weak will be culled by the strong. Why waste perfectly good mods on cannon fodder?

-RR

The views expressed by Rambling Randal are his views, and the TBG Tribune will not be held responsible for any actions arising from them.


 

Letters to the Editor

Any letters that are sent to the TBG Tribune will be assumed ok for publication, unless specifically stated in the mail. We do ask that you sign with your shipname so that we can attribute your letter to you. Do keep your feedback coming in to thetbgtribune@yahoo.co.uk.

Dear Editorial Staff,

While everyone is entitled to their own opinions, it is interesting to note that Rambling Randal uses the sorry state of SIR's website as an example of the alliance's general condition. The reason this note is interesting is because he provides an inaccurate URL in his editorial, one that was corrected during my own correspondence with the Tribune for the SIR article. For RR's future reference, and apparently faulty archives, the real url is sir.kbs.twi.tudelft.nl

Tiny

========================

Dear Editor,

I have found it interesting to watch SIR's development over the past hundred turns or so. As one-time co-founder (back when it was called the IRS), it's a trifle disappointing to see "my" alliance fall into apathy after all the work that I and my friends put into it. It seems that very few informational alliances nowadays do anything but share information. (indeed, even the once-mighty FORT has gone silent) Rather ironic that Aimless Wanderer has become leader of SIR :)

Captain Ed

The opinions expressed in these letters is not necessarily the view held by the TBG Tribune, and we claim no responsibility for their content.

 


 

The Smugglers Net Shop Report

The Smugglers Net Shop report returns this turn. This information is provided by the Smugglers Net, and we believe it to be almost 100 percent accurate. However, the TBG Tribune takes no responsibility for any inaccuracy.

 

Tech Level

Mod Type

1

2

3

4

5

6

Total by Mod

% By Mod

Cloaks

3

3

1

Disruptors

4

4

1

Drones

18

18

4

Fighters

21

21

5

Guns

14

31

45

10

Impulse Drives

16

3

19

4

Lasers

3

3

1

Total Weapon %

Life Supports

12

18

30

7

56

Missiles

23

23

5

Pods

16

17

33

7

Average Age of Data

Rams

15

3

18

4

449

Sensors

19

20

16

23

78

18

Shields

9

9

17

7

42

10

Sick Bays

22

22

5

Warp Drives

17

27

9

24

6

83

19

Total by Tech

17

222

38

89

19

57

% By Tech

4%

50%

9%

20%

4%

13%