DopeWars Online - Page 11
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Southlight
United States11768 Posts
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Fzero
United States1503 Posts
I believe this is the "basics" | ||
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Southlight
United States11768 Posts
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Fishball
Canada4788 Posts
Fri Mar 7, 7:11 AM • JuggaloWarrior (#411) jumped you, but you were able to fight him off. In the shoot-out you lost 674 guns and 612 vests. Your opponent lost 1,107 guns and 1,173 vests. Yeah, I was able to fend him off, but that was like 150K of worth gone. !@#$, was so close to 7M worth | ||
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LeafHouse
United States185 Posts
At that point you spend your extra tokens on recruiting junkies at certain intervals to allow your stamina to rise (using the money earned during those times to purchase guns). Then with every 60 credits or so jump 4 people (at even intervals), usually winning labspace enough to support junkies. If we randomly jump people and find who yields a good jump result, we can farm those people and search for more. With an entire team searching it shouldn't be too hard to maximize the worth of each jump. A good jump is worth incredibly more than 4 credits. My current earnings/credit: * Lab Production: 646 (646) * Junkie Payout: 559 * Junkie Revenue: $219,854 * Guns Produced: 62 * Vests Produced: 72 An average/decent jump (one such as other cartel members could find): You jump Bloghairy (#429) and won $3,349,444, 11 junkies and 2 sq. ft. of labspace! In the battle you lost 2,154 guns and 1,032 vests, but destroyed 1,134 guns and 1,742 vests from your enemy. And a rare, very good random jump that a bunch of people got a piece of: You jump justice (#78) and won $16,360,893, 25 junkies and 6 sq. ft. of labspace! In the battle you lost 982 guns and 1,222 vests, but destroyed 741 guns and 666 vests from your enemy. The 1:17 ratio farming idea is good, but I think a gunner in this manner will surpass the abilities of a 1:17 farmer to farm for the sake of the cartel. So, essentially, I think we ought to not farm space and junkies, but people! What do you think? We're definitely smart enough to win the server next season. Any thoughts or additions to this theory? ![]() | ||
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Fishball
Canada4788 Posts
On March 08 2008 02:49 LeafHouse wrote: I'm almost certain it's much better for everyone to do the 1:17 ratio at first and then at 1.5 million worth or so start gunning primarily. At that point you spend your extra tokens on recruiting junkies at certain intervals to allow your stamina to rise (using the money earned during those times to purchase guns). Then with every 60 credits or so jump 4 people (at even intervals), usually winning labspace enough to support junkies. If we randomly jump people and find who yields a good jump result, we can farm those people and search for more. With an entire team searching it shouldn't be too hard to maximize the worth of each jump. A good jump is worth incredibly more than 4 credits. My current earnings/credit: * Lab Production: 646 (646) * Junkie Payout: 559 * Junkie Revenue: $219,854 * Guns Produced: 62 * Vests Produced: 72 An average/decent jump (one such as other cartel members could find): You jump Bloghairy (#429) and won $3,349,444, 11 junkies and 2 sq. ft. of labspace! In the battle you lost 2,154 guns and 1,032 vests, but destroyed 1,134 guns and 1,742 vests from your enemy. And a rare, very good random jump that a bunch of people got a piece of: You jump justice (#78) and won $16,360,893, 25 junkies and 6 sq. ft. of labspace! In the battle you lost 982 guns and 1,222 vests, but destroyed 741 guns and 666 vests from your enemy. The 1:17 ratio farming idea is good, but I think a gunner in this manner will surpass the abilities of a 1:17 farmer to farm for the sake of the cartel. So, essentially, I think we ought to not farm space and junkies, but people! What do you think? We're definitely smart enough to win the server next season. Any thoughts or additions to this theory? ![]() It won't be as easy as it seems. Most of the cartels that have won in the past consists of both Offensive and Defensive stategies. Look in my other post for the list of past winning cartels and players. A lot of strategy comes into play, including timing, such as when to make a move; And there are some cartels that actually have sub teams to do the dirty work. Junkie/Lab players will always keep their worth count with vests slightly higher than the no.1 player highest ranked with the amount of guns on the scoreboard. It is impossible to eliminate all chances of losing a battle, but you can always minimize the threats. As for Gunners, don't go for any Vests at all. Just look at the current standings and scoreboard in the game we're in; Search the guys with most guns/vests/money etc. and see what cartels they're in, and you'll have a good picture with what is going on. | ||
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Fishball
Canada4788 Posts
Other "casual" players could get together as another group and support the main group, like screw around with other rival players and cartels, jump them... sabatoge their machines...Yeah... Edit: And don't get me wrong here, I don't mean any extreme. By "serious", I mean people who are willing to do a bit of research and discussion with their cartel members, and are willing to check the game a couple times a day. By "casual", I mean people who have an account but check the game once every couple days and doesn't give a damn what is going on . | ||
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dyodyo
Philippines578 Posts
![]() Well, I think gunning is not for me. I think "farming" works out for me better. And I agree, TL can definitely be up the ranks next season. | ||
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rpf
United States2705 Posts
On March 08 2008 02:13 Southlight wrote: Willing to gun, but someone'll have to gimme a quick runthrough of what to do for that. I think something posted on the previous page said to buy lab space and junkies in the usual 1:17 ratio until you have 18 lab space and 306 junkies, and then start buying guns with your money. I'm not sure if it's worth it to buy theft credits and all that. | ||
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rpf
United States2705 Posts
1. Spend tokens on 1:17 labs:junkies. 2. Buy credits to increase junkie efficiency to increase income to... 3. Buy credits to increase lab efficiency to increase lab output to sell to the dealer to increase income to ... 4. Buy credits to decrease Val*Mart costs to... 5. Spend excess money on guns/vests The whole time I'd just try to keep my stamina up, keep my credits up to par, and so forth. I don't really see the machines being worthwhile, as not only do they soak up tokens, you need to spend a lot on credits to make them worthwhile. | ||
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dyodyo
Philippines578 Posts
On March 08 2008 04:45 rpf wrote: I guess I'd be a more "serious" player, as I'm typically on and off the computer all day long. I'll say right now I'd prefer to be more of a farmer, as I think I've got a good plan: 1. Spend tokens on 1:17 labs:junkies. 2. Buy credits to increase junkie efficiency to increase income to... 3. Buy credits to increase lab efficiency to increase lab output to sell to the dealer to increase income to ... 4. Buy credits to decrease Val*Mart costs to... 5. Spend excess money on guns/vests The whole time I'd just try to keep my stamina up, keep my credits up to par, and so forth. I don't really see the machines being worthwhile, as not only do they soak up tokens, you need to spend a lot on credits to make them worthwhile. I agree. I guess Id spent most of my money on maximizing Pimpology+Theft. Second to that would be botany credits. While the rest of the money would go into Vests. | ||
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FakeSteve[TPR]
Valhalla18444 Posts
4th in TeamLiquid with $8,298,058 in worth, almost 139k vests and more to come 798 working junkies but a drug production rate of about 2500 per token, so i still need way more junkies | ||
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Fishball
Canada4788 Posts
Excluding my 2nd account who is in 2nd place in TL2, I have 2M lead of worth on the 3rd guy ![]() Rank 204-218: 204 defenestrate (#878) TeamLiquid (#106) $8,796,657 205 cochezz (#140) C.D.C. PUSHERS (#14) $8,700,679 206 Tenacity (#761) Cartel Corner (#94) $8,687,706 207 Kaos J (#92) policedogz swat (#8) $8,685,138 208 keppley (#54) THE OLD SCHOOL (#11) $8,612,410 209 termin8r (#322) 420 4 LIFE (#73) $8,573,550 210 sadir (#860) TeamLiquid (#106) $8,530,935 211 Bockit (#840) TeamLiquid (#106) $8,507,446 212 mrp9ink (#357) None $8,398,651 213 Your Mother And I Have Something To Tell You (#617) policedogz swat (#8) $8,386,642 214 Lucifer666 (#623) Goon Balloon (#74) $8,334,792 215 cooter (#382) 420 4 LIFE (#73) $8,312,703 216 FakeSteve (#838) TeamLiquid (#106) $8,298,058 217 Gravien (#913) TeamLiquid2 (#117) $8,139,934 218 Fishball (#912) TeamLiquid2 (#117) $7,869,923 Lets see if both TL1 and TL2 could make it into the top 75 cartels at the end or not. Bastards need to stop jumping me and lowering my worth. Another reason to go gunner next round... | ||
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smurfingchobo
833 Posts
* Lab Production: 1,258 (1,258) * Junkie Payout: 564 * Junkie Revenue: $354,945 * Guns Produced: 320 * Vests Produced: 8 I plan on being a 'serious' gunner for the next round. Gunners seem to have less worth than people going for plain vests. | ||
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dyodyo
Philippines578 Posts
But I did managed to catch up with the junkies/lab space ratio, am now at 729 junkies (680 working/49 training) at 55 lab space (Additional 15 were won via jumps). I really fucked up my net worth... ![]() Current earnings * Lab Production: 1,174 (1,174) * Junkie Payout: 720 * Junkie Revenue: $335,772 * Guns Produced: 14 * Vests Produced: 27 | ||
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FakeSteve[TPR]
Valhalla18444 Posts
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Southlight
United States11768 Posts
You jump homicide crew (#917) and won $1,982,132, 7 junkies and 3 sq. ft. of labspace! In the battle you lost 155 guns and 23 vests, but destroyed 0 guns and 0 vests from your enemy. You jump homicide crew (#917) and won $2,248,983, 5 junkies and 2 sq. ft. of labspace! In the battle you lost 203 guns and 29 vests, but destroyed 0 guns and 0 vests from your enemy. You jump homicide crew (#917) and won $1,858,762, 4 junkies and 1 sq. ft. of labspace! In the battle you lost 171 guns and 22 vests, but destroyed 0 guns and 0 vests from your enemy. You jump homicide crew (#917) and won $1,797,092, 2 junkies and 1 sq. ft. of labspace! In the battle you lost 411 guns and 28 vests, but destroyed 0 guns and 0 vests from your enemy. That's how you grow! | ||
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Sadir
Vatican City State1176 Posts
had no drugs to pay my junkies: don't ever do this ![]() it will decrease your income to 0.2 or sth like this O_o and the shit lasts about 50 rounds ^.^ btw it's funny how long all the people in my score range that are not in TL are playing they have numbers like 50-400 and then comes TL with all 850+ | ||
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LeafHouse
United States185 Posts
On March 08 2008 03:13 Fishball wrote: It won't be as easy as it seems. Most of the cartels that have won in the past consists of both Offensive and Defensive stategies. Look in my other post for the list of past winning cartels and players. A lot of strategy comes into play, including timing, such as when to make a move; And there are some cartels that actually have sub teams to do the dirty work. Just look at the current standings and scoreboard in the game we're in; Search the guys with most guns/vests/money etc. and see what cartels they're in, and you'll have a good picture with what is going on. Yeah.. alright. I'm down with figuring out some kind of offensive/defensive thing, but I'm not sure how to go about it. EDIT: woah... I had a bunch of extra credits in home economics because I've been trying out a bunch of different things to see how they affect worth growth and just sold them by accident for a $50 dollar profiet each. I guess the black market in the B servers might be another way to earn cash to buy vests and things. Would somebody help me figure out how to use this feature to see if it's worth the time/effort working in the credit market? This might be a way for teamliquid #1 to earn extra cash while earning vests/junkies/lab space without jumping anybody. Also, I'd love to be on the more serious team when we start up next season. | ||
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rpf
United States2705 Posts
I'd much rather just buy them directly, and spend my tokens on labs and junkies. | ||
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798 working junkies but a drug production rate of about 2500 per token, so i still need way more junkies