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lord_of_the_left_hand
Staff Sergeant
Joined: Mon Mar 04, 2002 3:00 am Posts: 14
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I have a few questions about ship buyouts:
1. I assume the tactic is to buy enough scouts to take up the remaining available ships.
2. Where do you put them? Is there a maximum number of ships you can stuff into a single sector (in your bubble)?
3. What happens when a new player tries to log in (will they get a ship)?
4. What happens when an existing player tries to buy a new ship (lets say he wants to exchange his current ship)?
5. Does getting podded works the same (-1 ship for being podded, +1 ship for the new pod; and what happens if they cap your ship or that it even possible)?
6. What about traders who get #sd#? (Are they treated the same as new players, will they get a ship tomorrow)?
I will greatly appreciate any answers. Thanks!
LLH
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| Fri Jun 06, 2003 2:48 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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1. Yes
2. No maximum for a single sector, so it's normally best to put them all in one sector that you don't often go to
3. They won't be able to join the game until there is an empty ship record
4. He can trade in his current one for a new one, but he can't buy a new one
5. I think it's impossible to cap a manned ship, but I'm not sure. If you blow the ship up, the pod takes the ship slot the old ship had. I think this can cause data corruption if someone is at dock constantly attempting to buy ships.
6. They are treated as new players. They won't be able to re-enter the game until there is an empty ship slot for them
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| Fri Jun 06, 2003 3:28 pm |
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Gravedigr
Chief Warrant Officer
Joined: Sat Feb 09, 2002 3:00 am Posts: 127 Location: USA
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Yep, you cannot cap a ship if they're are no ship slots, the ship blows up, the pod takes the slot. I beleive it says some funky message.
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| Fri Jun 06, 2003 7:07 pm |
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lord_of_the_left_hand
Staff Sergeant
Joined: Mon Mar 04, 2002 3:00 am Posts: 14
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thanks for the info... I have another question....
can someone come up with a more turn efficent method of buying and moving the ships to a bubble?
starting in a newly purchased scout at stardock (have to start the loop somewhere)
A. drive scout to adjacent sector where planet is located (2 turns)
B. land on planet, jump ship to bubble (2 turns)
c. ship transport to IC located in same sector (1 turn)
d. ship transport to a new scout (your buddie has purchased) at stardock (1 turn)
(I'm assuming you have a buddy purchasing corporate scouts like crazy at stardock for you, he should be able to get them all for 1 turn).
This would be 6 turns a ship.
Is there a cheaper way?
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| Fri Jun 06, 2003 7:30 pm |
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Gravedigr
Chief Warrant Officer
Joined: Sat Feb 09, 2002 3:00 am Posts: 127 Location: USA
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Ummmm, cheaper or more efficient?
First off, I assume you would be planet beaming that scout, then that would be 1 turn, not 2 (beaming from a planet costs only 1 turn)
Thats pretty much the standard way, you could save a turn by moving the planet instead of beaming but you would only do that if wasting ore wasnt an issue.
By the way, that was a pretty impressive list of questions, you pretty much covered all the possibilities, I'm not sure many would have thought to ask all those questions until they were presented with the specific situations.
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| Sat Jun 07, 2003 12:01 am |
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lord_of_the_left_hand
Staff Sergeant
Joined: Mon Mar 04, 2002 3:00 am Posts: 14
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quote:Originally posted by Gravedigr
Ummmm, cheaper or more efficient?
First off, I assume you would be planet beaming that scout, then that would be 1 turn, not 2 (beaming from a planet costs only 1 turn)
Oh yeah that's right! Thanks..
quote:By the way, that was a pretty impressive list of questions, you pretty much covered all the possibilities, I'm not sure many would have thought to ask all those questions until they were presented with the specific situations.
Yeah, I'm just trying to decied if it is worth my time (turns).
Thanks for the help guys!
LLH
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| Sat Jun 07, 2003 2:56 am |
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Boss
Lieutenant J.G.
Joined: Tue Feb 19, 2002 3:00 am Posts: 486 Location: United States
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First of all I think ship buyouts rank right up there with blowing SD but its part of the game so go for it. Second, God save your soul if I catch you in a scout at SD with over 1k exp. Have a nice day.
_________________ It is not our duty to forgive terrorists, that is God's duty. Our duty is to make sure they meet!
The Boss TWGS
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| Mon Jun 09, 2003 11:33 am |
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oldtimer
Sergeant Major
Joined: Wed Mar 28, 2001 3:00 am Posts: 66 Location: USA
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I dont allow ship buyouts on my server. As it was found out in WTC it corrupts things. I don't want to take that chance on my server.
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| Mon Jun 09, 2003 7:26 pm |
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lord_of_the_left_hand
Staff Sergeant
Joined: Mon Mar 04, 2002 3:00 am Posts: 14
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quote:Originally posted by Shorty
God save your soul if I catch you in a scout at SD with over 1k exp.
Thats ok, I wear Kevlar underoos. [:O]
Yeah I know it is kinda "janky", but I'm trying to force a rebang in a game that is WAY over. I suppose I could try destorying all the ports, but thats a huge amount of turns:
5000 ports X 4 turns per warp = 20,000 turns
20,000 turns / 1000 turns per day = 20 days! (not to mention the tens of millions of fighters).
I could do a ship buyout in 1 day.
5 turns a ship X 190 ships = 950 turns
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| Mon Jun 09, 2003 8:39 pm |
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Boss
Lieutenant J.G.
Joined: Tue Feb 19, 2002 3:00 am Posts: 486 Location: United States
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Well you can do that and in addition you could blow SD and all the class 0 ports. That will ruin a game fast and prolly even piss of the sysop. [:D]
_________________ It is not our duty to forgive terrorists, that is God's duty. Our duty is to make sure they meet!
The Boss TWGS
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| Mon Jun 09, 2003 11:25 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
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quote: Originally posted by Shorty
Well you can do that and in addition you could blow SD and all the class 0 ports. That will ruin a game fast and prolly even piss of the sysop. [:D]
Blowing all class 0 ports will only slow things down .. they (the ports) will be back after the radiation clears.
And as for ship buy downs , if you did this on my server .. you would be playing alone till all the alien planets were captured.
This is what signals a re-bang on my server.
So I don't think you would like what you did to yourself [:)]
It is a tactic I would allow as long as your willing to live with the consequences.
Vid Kid/CareTaker
[url="http://geocities.com/videotees/twars.html"]Vid's World on Guam[/url]
telnet://vidsworld.no-ip.org:2002
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 Winners of Gridwars 2010 MBN Fall Tournament 2011 winners Team Kraaken Undisputed Champions of 2019 HHT Just for showing up!
The Oldist , Longist Running , Orginal Registered Owner of a TWGS server : Vids World On Guam
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| Tue Jun 10, 2003 2:22 am |
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Rand
Chief Warrant Officer
Joined: Tue Feb 27, 2001 3:00 am Posts: 100 Location: USA
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How many fighters do you have and how many aliens are running in the game.
If the game doesn't have any aliens active and you have the vast majority of fighters in the game, I would ring fedspace and the MSL with fighters to prevent anyone from leaving fedspace. Then hunt down any opponents and take them out.
Having used the ship buyout before, I would only use it as a last resort only. It is a lot of boring work. And if found can be defeated by just blowing up the ships you have bought. I believe that version .55 doesn't allow you to just leave the ships at stardock like you could in the past.
_________________ Rand Al Thor, The Dragon Reborn
Let the Dragon ride the winds of time...
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| Tue Jun 10, 2003 3:17 am |
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oldtimer
Sergeant Major
Joined: Wed Mar 28, 2001 3:00 am Posts: 66 Location: USA
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Correct. You have to move all the ships.
Try that with 2000 ships hehehehe
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| Tue Jun 10, 2003 8:04 pm |
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Traitor
Lieutenant Commander
Joined: Thu Mar 21, 2002 3:00 am Posts: 890 Location: USA
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quote:Originally posted by lord_of_the_left_hand
quote:Originally posted by Shorty
God save your soul if I catch you in a scout at SD with over 1k exp.
Thats ok, I wear Kevlar underoos. [:O]
Yeah I know it is kinda "janky", but I'm trying to force a rebang in a game that is WAY over. I suppose I could try destorying all the ports, but thats a huge amount of turns:
5000 ports X 4 turns per warp = 20,000 turns
20,000 turns / 1000 turns per day = 20 days! (not to mention the tens of millions of fighters).
I could do a ship buyout in 1 day.
5 turns a ship X 190 ships = 950 turns
Actually, having blown all the ports more than once, it's cheaper and less turn consuming than you think. If it's as over as you say it is, then you should have figs in most of the sectors with ports. Just grab a mobile H, with lots of gas and move from port to port with the planet, blowing up the ports as you go. That is way cheaper on turns, like zero. (Use Swath or something to search for the closest XXB port to save fuel.) Also, all you really need to do is blow up all the XXB ports. Start with the SXB's first. Figure it takes about 1500 figs (assuming an ISS's odds, a Battleship is better) on average to kill a non-upgraded port, and you only have to kill 1/2 the ports. Assuming there are 5000 ports in the bang, it's only about 4 million figs to kill all the XXB's, not tens of millions. 3 good reds can SDT that in about 6-7 days.
Still, blowing up SD *is* cheaper.
back to lurking...
-Traitor
_________________ http://tw-cabal.navhaz.com - THE TW info site
Man, I gotta quit showing up here...next thing you know i'll get dragged back in.
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| Thu Jun 12, 2003 7:42 pm |
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