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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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Bust clearing doesnt make a bit of difference in balancing a game since 2 reds can clear each others busts all day long running the same port pair and make 100 Mil a day. The reds and blues can pretty much start out even for the first couple hours of the first day then the reds start to pull away and it continues exponentially the rest of the game unless you change a few things. Keep the stock ship edits for the ships the reds use all the time and make good ships for the reds not available at SD, that way they have to find them and cap them from aliens and if setup right you can control when they start spawning in the game. Then once the reds start cleaning up a bit the blues should be able to get into bigger better ships by exp restrictions to keep them from running away with the game either. Other than that dont max out everything and make it so Darn easy on everyone in a big rush to end the game in 3 days.
_________________ 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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| Fri Oct 24, 2003 10:57 pm |
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Grazhoppa
Lieutenant
Joined: Fri Mar 02, 2001 3:00 am Posts: 577 Location: USA
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Shorty, you obviously didn't read the prior posts.
He said he doesn't have the gold registration, which means:
Higher port production, higher bust clear rate should make it about even
CFS + Dread, vs ISS + ISS, comon, that's about as fair as it gets taking cash into consideration.
_________________ http://the-glacier.com
The source for all your computer needs!
--==[The Outfit]==--
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| Fri Oct 24, 2003 11:14 pm |
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Doctor Who
Lieutenant J.G.
Joined: Wed Feb 06, 2002 3:00 am Posts: 322 Location: United Kingdom
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quote:Originally posted by Shorty
Bust clearing doesnt make a bit of difference in balancing a game since 2 reds can clear each others busts all day long running the same port pair and make 100 Mil a day. The reds and blues can pretty much start out even for the first couple hours of the first day then the reds start to pull away and it continues exponentially the rest of the game unless you change a few things. Keep the stock ship edits for the ships the reds use all the time and make good ships for the reds not available at SD, that way they have to find them and cap them from aliens and if setup right you can control when they start spawning in the game. Then once the reds start cleaning up a bit the blues should be able to get into bigger better ships by exp restrictions to keep them from running away with the game either. Other than that dont max out everything and make it so Darn easy on everyone in a big rush to end the game in 3 days.
well..
Reds do not increase "Exponentially".. Their cashing is verry leinar really. Their max cash works out to about 2mil creds per 100 turns (doing SDT) and that's assuming great ports, not MBBS, and no bust..
Blues on the other hand will probably move something like 1600 colos/100 turns per day.. Assuming say org @ 102 then that means that the blue will make 800@102 or 81600 creds per 100 turns per day.. This however is not a lineary growth.. fig production needs to also be taken into consideration.. this will be something like 53 fig per 100 turn for the blue.. so 100 turn of the blue makes 87k
so what point will the blue be making as much as the red..
assuming 102 for the org and maybee 120 for the fig (we'll go low here for the sake of it) then it would take 24 days for the blue to make the same as the red, by this point the red should have a large lead but now production is the same.. Except the blue has to do nothing.. This of course isnt taking into account things like max colo/planet or reds busting or the blues base being found.. It would also be important to note that on day 45 the blue would have made an accumulated total of about 90m/100 and that's evenpar with the red at 90m/100 (2m * 45day)
At that point in the game the blue is making about 4m/day and the red is still making 2m/day and the blue now has 100% of his turns to explore/hunt/whatever with..
_________________ <<Doctor Who>>
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| Sat Oct 25, 2003 8:11 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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Thats not what I was saying, I realize the reds have a pretty flat production rate once they are set up. What I was referring to is the spread on the reds progress and assets compared to the blue. Considering a red team and a blue team of equal players the blue team will never catch the reds because the reds can make tons more cash earlier in the game and blues have to wait for planets to make theirs. A good red team can have a base at least two thirds of what a blue team has and still have more cash, fighters, and defenses at any point in the game. The only way to keep the blues from getting run down is to make it harder on the reds with the edits or the blues have to be good enough to hammer the reds and keep them down until they can build up enough to take them out decisively. My suggestion is to get a Gold reg and use it to balance the game.
_________________ 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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| Sat Oct 25, 2003 7:21 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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quote:Originally posted by Shorty
Thats not what I was saying, I realize the reds have a pretty flat production rate once they are set up. What I was referring to is the spread on the reds progress and assets compared to the blue. Considering a red team and a blue team of equal players the blue team will never catch the reds because the reds can make tons more cash earlier in the game and blues have to wait for planets to make theirs. A good red team can have a base at least two thirds of what a blue team has and still have more cash, fighters, and defenses at any point in the game. The only way to keep the blues from getting run down is to make it harder on the reds with the edits or the blues have to be good enough to hammer the reds and keep them down until they can build up enough to take them out decisively. My suggestion is to get a Gold reg and use it to balance the game.
Who's figures were basically correct. The only way a red can outproduce a blue all game is if the red can prevent the blue from building. Granted, a good player shouldn't really have problems doing this, but if for example it's a solo game and a 20k sector universe, I imagine the red would be hard pressed to shut down all the blue bases.
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| Sat Oct 25, 2003 8:18 pm |
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Doctor Who
Lieutenant J.G.
Joined: Wed Feb 06, 2002 3:00 am Posts: 322 Location: United Kingdom
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quote: Originally posted by Shorty
Thats not what I was saying, I realize the reds have a pretty flat production rate once they are set up. What I was referring to is the spread on the reds progress and assets compared to the blue. Considering a red team and a blue team of equal players the blue team will never catch the reds because the reds can make tons more cash earlier in the game and blues have to wait for planets to make theirs.
I gave you the numbers showing how many days it would take.. I assumed the reds would make the MAX.. (they cant make more than 2mil per 100 turns doing SDT) and I have never met a team that could earn max.. the best will probably be about 1.5m/1.6m.. I also gave the blues the worst prices.. If I was to adjust it in the other way, reds worst and blues best then you would see the gap get much closer, and in most games you can go 20 days without being found. It's all really a null point anyways, Most teams these days would go split corp, If your going to play solo (and it's all solo) and you think you can do the blue thing then do it!..
Assuming normal red cash I would expect the blues to be outcashing the reds on day 35..
with them making about the same production on day 19..
assuming normal red cash & high fig prices then the blues would have about the same production on day 17 and break the reds on day 33
But hey.. 
_________________ <<Doctor Who>>
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| Sat Oct 25, 2003 8:24 pm |
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Grazhoppa
Lieutenant
Joined: Fri Mar 02, 2001 3:00 am Posts: 577 Location: USA
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You also have to add in multiple blue bubbles.. I'm in a solo game right now, a few edits, but some people didn't realize they were in favor of blues- 5k sectors, 750 turns, I haven't finished upgrading all my ports, but so far I'm grossing about 30mil/day.
_________________ http://the-glacier.com
The source for all your computer needs!
--==[The Outfit]==--
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| Sat Oct 25, 2003 9:55 pm |
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Music-AMG
Staff Sergeant
Joined: Wed Aug 13, 2003 2:00 am Posts: 14 Location: USA
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well, I thank all that responded. If you care to dare, I am hosting a game @68.14.49.188:23 game B. Game A is open as well, but, has been used mostly to test scripts. chances of survival are slim in that game. Game B is open as I hope that it is a "balanced game". I aged it at 30 days, 4 day bust for red, 125% port regen. If the Ip dies, I will be buying an IP addy from dns2go soon.. just bare with me.. All games are "classic TW" not gold..
thanks again for the posts..
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| Tue Oct 28, 2003 1:27 am |
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Grazhoppa
Lieutenant
Joined: Fri Mar 02, 2001 3:00 am Posts: 577 Location: USA
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Music, I just wanted to make a suggestion:
TW Gold and TWGS are really, really, really worth the money.. Even if you just make SLIGHT edits, it can really make a difference..
Just my 2 cents.
_________________ http://the-glacier.com
The source for all your computer needs!
--==[The Outfit]==--
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| Tue Oct 28, 2003 9:32 am |
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Music-AMG
Staff Sergeant
Joined: Wed Aug 13, 2003 2:00 am Posts: 14 Location: USA
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quote: Originally posted by Grazhoppa
Music, I just wanted to make a suggestion:
TW Gold and TWGS are really, really, really worth the money.. Even if you just make SLIGHT edits, it can really make a difference..
Just my 2 cents.
I have TWGS running, will probably get TW Gold sooner or later.. (hopefully sooner.. 
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| Tue Oct 28, 2003 8:01 pm |
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