csamuels
September 25th, 2004, 04:58 PM
I was introduced to a awesome text based game called HappyPimpin. The basics are that you're the pimp with your hoes & thugs as workers. You have to keep them supplied with crack, blunts, condoms, meds, and guns. There are three ways to advance: scouting for hoes, which brings in more hoes, thugs, and cash (from your hoes). Slap your *****es: which brings in cash that your hoes were holding out on. Cook crack: your thugs cook the crack and your hoes bring in cash.
You're supplied with initial turns, hoes, thugs, guns, and meds. You gain X tick turns after Y amount of minutes with each round being different. You also have reserved turns that you can apply at anytime. You use your turns to advance your stable with the methods above.
There's 4 regular rounds and 2 "special" rounds, where some normal rules dont apply. Each round lasts either 14 or 28 days. Each round has 4 cities which defines who you can attack, described later.
You're playing in a round with hundreds of pimps. Other pimps in your city and within your attack range, which is defined by your stable's worth, are able to attack you. Attacks include: run up in pimp's stable, which you send all your thugs & guns into another pimps stable to kill their thugs & steal some cash. driveby, which you buy some lolos and send your thugs with your guns to kill that pimp's thugs. Crackbomb: you send a specified amount of your crack to the target pimp's hoes, which their hoes smoke and possibly overdose or leave that pimp to join your stable. Throw blunts: you send a specifed amount of blunts to the target pimp's thugs to try to get them to join your stable. Grab fool's rides: you send your thugs into the target pimps stable to try to steal their lolos.
You can join a crew of pimps for protection. Mainly you'll listen to the crew leader for the round strategy. Some pimps will be killers or trying to rank as high as possible. The top crew gets a specified amount of reserve turns based on how long they've been in the crew.
Also there are awards givin for the most thugs killed, hoes killed, rides stolen, and hoes stolen which gives your free reserve turns. Also, the top five worldwide pimps get a specified amount of reserve turns.
More details and strategy: [Ain't gonna happen - edited out by zipulrich]
You're supplied with initial turns, hoes, thugs, guns, and meds. You gain X tick turns after Y amount of minutes with each round being different. You also have reserved turns that you can apply at anytime. You use your turns to advance your stable with the methods above.
There's 4 regular rounds and 2 "special" rounds, where some normal rules dont apply. Each round lasts either 14 or 28 days. Each round has 4 cities which defines who you can attack, described later.
You're playing in a round with hundreds of pimps. Other pimps in your city and within your attack range, which is defined by your stable's worth, are able to attack you. Attacks include: run up in pimp's stable, which you send all your thugs & guns into another pimps stable to kill their thugs & steal some cash. driveby, which you buy some lolos and send your thugs with your guns to kill that pimp's thugs. Crackbomb: you send a specified amount of your crack to the target pimp's hoes, which their hoes smoke and possibly overdose or leave that pimp to join your stable. Throw blunts: you send a specifed amount of blunts to the target pimp's thugs to try to get them to join your stable. Grab fool's rides: you send your thugs into the target pimps stable to try to steal their lolos.
You can join a crew of pimps for protection. Mainly you'll listen to the crew leader for the round strategy. Some pimps will be killers or trying to rank as high as possible. The top crew gets a specified amount of reserve turns based on how long they've been in the crew.
Also there are awards givin for the most thugs killed, hoes killed, rides stolen, and hoes stolen which gives your free reserve turns. Also, the top five worldwide pimps get a specified amount of reserve turns.
More details and strategy: [Ain't gonna happen - edited out by zipulrich]