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 Balanced games.. 
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Staff Sergeant

Joined: Wed Aug 13, 2003 2:00 am
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Just curious.. whats the best settings for hosting a balanced game between red and blue? I want to be able to host a game were blue has an equal chance against red..


Tue Oct 21, 2003 7:35 pm
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It depends on how long you want to run the game and how many players you want to have... A stock game would work good, say like 10000 sectors with about 2500 turns to 5000 turns.

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Tue Oct 21, 2003 7:43 pm
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ok, lemme clarify that the.. old style TW, 5k sector game. I know that red had an advantage, so, i want to find the middle ground..


Tue Oct 21, 2003 7:46 pm
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Are you talking the door version, or the TWGS version?

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Tue Oct 21, 2003 7:58 pm
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I was thinking if the ports were upgraded at bang that might help, with small corp (2) size...course getting rid of the red/blue teamup would fix alot of problems prolly, but that aint gonna happen heh

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Tue Oct 21, 2003 9:58 pm
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Lieutenant J.G.

Joined: Sat Mar 15, 2003 3:00 am
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since exp does not really help with way just determine if a blue is fedsafe or not there is no real way of making it more balanced because there are scripts that will help reds colonize just as well as blues
Strider

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Wed Oct 22, 2003 11:40 am
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quote:Originally posted by Strider_2001

since exp does not really help with way just determine if a blue is fedsafe or not there is no real way of making it more balanced because there are scripts that will help reds colonize just as well as blues
Strider


The best possible scenario would be if Terra had a back door which the red could fig, and an edited ship available to all equal to or better than an ISS in capacity/turns per warp. Assuming it to be equal to a stock ISS, the red would expend 14 turns per colo trip and the blue 10, or using a cit beamer, 11 versus 7. Using a script would not change anything.


Wed Oct 22, 2003 11:56 am
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Ensign

Joined: Fri Feb 01, 2002 3:00 am
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Make a ship that requires a commission, give it a low tpw and high hold count, then upgrade the ports before you open the game.

Give reds a ship with a higher tpw and less holds.

The exact numbers will be tricky to get exactly even. But play around and see how much you can make with 1000 turns as a blue and then as a red.


Wed Oct 22, 2003 11:58 am
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That would do it, it's not hard to make a game thats even.

:)

Graz

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Wed Oct 22, 2003 12:53 pm
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Funonthe .net has a game that it does not make sense to play red.
its a solo game Buffy. To win you must out score Buffy, who is very high blue align,and xp. Very tuff aliens and no ships carry Dets. Check it out may give you some ideas.

I am working on a very red game, Hope I can find a game op to beta test it and see if will be fun.

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Wed Oct 22, 2003 6:55 pm
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Lieutenant J.G.
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I have a game running on my server called Boss's Revenge that I have found is fairly balanced between red and blue. Reds cant run away with the game in the first week because their best ships have to be capped from aliens and they dont start spawning them on day 1. The blues cant run away with it either since the best ships for them have exp requirements. By time the reds and blues get their best ships they are still fairly even with the reds maybe slightly in the lead. By then there should be several people able to cap the best ship in the game. The way its set up should allow it to run pretty strong and competitive for 4-8 weeks.

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Wed Oct 22, 2003 7:01 pm
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This is a TWGS game, with only the standard TW game (not gold). So, editing ships, etc., isn't what I was looking for. I was thinking along the lines of setting the red bust limit to x number of days, etc., and the port regen for blue higher than stock. Right now, I have a game running, port regen at 125% and red busts at 14 days, game aged to 30 days at start. 14 days for red seems a bit long though, but, if it evens it out, then that will work..


Thu Oct 23, 2003 7:39 am
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lol, that's way too much.. If you increased the ports to 125%, I feel red busts should be cleared after 3 days. (Sounds about right.)

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Thu Oct 23, 2003 10:57 am
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Well since it is a stock game, Reds have a disadvantage because they cannot get anything that comes close to an ISS. Sure they can get an Interdictor Cruiser, but it cannot land on planets. Corp Flagship only has 85 holds, hard to colonize a planet 19 or more sectors away from Terra.

Some more evenly balanced games I've seen are the EPOCH and LotR edits, which give both reds and blues a 150 cargo hold transwarp ready ship, good for colonizing planets and PPT with, or SSM/SST for reds.

Also to make the blues earn more money, change the planet buyback rate to higher than 60% so they can do Ptrading for more credits to try and compete with the red's SSM and SST methods.

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Thu Oct 23, 2003 7:57 pm
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quote:Originally posted by Music-AMG

This is a TWGS game, with only the standard TW game (not gold). So, editing ships, etc., isn't what I was looking for. I was thinking along the lines of setting the red bust limit to x number of days, etc., and the port regen for blue higher than stock. Right now, I have a game running, port regen at 125% and red busts at 14 days, game aged to 30 days at start. 14 days for red seems a bit long though, but, if it evens it out, then that will work..


Players will usually balance the game out. If you have solo players then that's where this balancing act will come into effect.
If you could edit planets then put colo per citadel level up.. but if you leave it stock that's cool too..
I would probably have mbbs mode off and port regen verry high, this will make reds loose the eq on hand from a port kinda fast costing them more making the early days a little more expensive, set the max port size as high as it will go and the regen per visit to 100%.. col regen to either match what the blues use or just set it to max out. PreOpening the game I would be tempted to mod SD/Terra connect diretly to each other so blues cant blockade the reds, and turn fed photons off..

At the end of the day it's kinda a null point, a team of 4 players will assign roles according to the settings..

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Thu Oct 23, 2003 9:54 pm
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