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 Idea for better game play 
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Unread post Re: Idea for better game play
Cerne wrote:
Big D wrote:
I'm probably one of the best at starting a game late. SD blocks don't effect me much. I'm not thinking of me, I'm just trying to think of ways to make the game more attractive to new players.


One of the things that have always seemed backwards to me is that after a planet goes L5 that it doesn't generate shields in the same way that a planet generates figs, fuel, organics, and equipment.

Cerne


Actually I never agree'd with a planet going warpable before shields. L4 should be shielded, and L5 warpable would seem to me to be a better order of advancement.


Wed Jun 18, 2008 12:15 am
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Unread post Re: Idea for better game play
Big D wrote:
I have been thinking about this for quite some time, and I don't believe it would be that hard to make this change to the TW code.
When a fighter destroys a eprobe it should self destruct. It would only cost 1 fighter to destory 1 probe, so if there are multiple fighters in the sector, it would only reduce the fig amount by 1. This would make gridding out the universe much harder, and would add a new option to invasions. I think this would really make stardock blockades much harder, and also hinder planet drop scripts allowing newer players to at least have a chance to play.

Just a suggestion. Comments below, but please let's not turn this into a smack talk thread. Civil comments only.


i realize that we suspend reality when playing tradewars, but 'realistically' speaking, probes are not battle units. the day that my fighters can't destroy a probe without getting destroyed themselves is the day i hand them their pink slips and enlist new fighters. however, i would say this - perhaps it would be appropriate for the eprobe to report back what it saw in that sector before it gets blown up. right now the probe gets destroyed before it can report its findings. taking sci-fi as a reference, even in star wars empire strikes back, the empire finds the rebel base even though the probe was destroyed. what good is a probe if it can't tell you anything about the enemy?

this would, however, drastically change gameplay in TW.

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Thu Jun 19, 2008 11:44 am
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Unread post Re: Idea for better game play
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this would, however, drastically change gameplay in TW.


Would it? I mean if it only reported the first sector it hit... that's not exactly info you couldn't get via holoscan.

Still, mebbe the probe is booby trapped w/ corbo or something ;). That's why the fig gets blown.

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Thu Jun 19, 2008 11:51 am
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Unread post Re: Idea for better game play
Singularity wrote:
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this would, however, drastically change gameplay in TW.


Would it? I mean if it only reported the first sector it hit... that's not exactly info you couldn't get via holoscan.

Still, mebbe the probe is booby trapped w/ corbo or something ;). That's why the fig gets blown.

currently probing just tells you there were enemy units in a sector, not whose they are and what else is in the sector. so if i go probe 1000 sectors, i have to go investigate in a ship, using turns, to find a particular enemy. if probes showed the last sector's contents, then you could narrow your list down before you go spend turns, and if the probe results show your enemy's base, then the list gets really short.

also you could use probes as a remote holoscan to spot photon traps before exposing yourself to the trap.

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Thu Jun 19, 2008 3:19 pm
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Unread post Re: Idea for better game play
the reverend wrote:
Singularity wrote:
Quote:
this would, however, drastically change gameplay in TW.


Would it? I mean if it only reported the first sector it hit... that's not exactly info you couldn't get via holoscan.

Still, mebbe the probe is booby trapped w/ corbo or something ;). That's why the fig gets blown.

currently probing just tells you there were enemy units in a sector, not whose they are and what else is in the sector. so if i go probe 1000 sectors, i have to go investigate in a ship, using turns, to find a particular enemy. if probes showed the last sector's contents, then you could narrow your list down before you go spend turns, and if the probe results show your enemy's base, then the list gets really short.

also you could use probes as a remote holoscan to spot photon traps before exposing yourself to the trap.


... and drop a planet adjacent to the trap if figged, fire and be gone or attack.

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Thu Jun 19, 2008 3:50 pm
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Unread post Re: Idea for better game play
Quote:
also you could use probes as a remote holoscan to spot photon traps before exposing yourself to the trap.


Don't most people surround critical areas and the like to prevent pdrop scanning like prome mentioned?

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Fri Jun 20, 2008 1:10 am
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Unread post Re: Idea for better game play
Singularity wrote:
Quote:
also you could use probes as a remote holoscan to spot photon traps before exposing yourself to the trap.


Don't most people surround critical areas and the like to prevent pdrop scanning like prome mentioned?


If they are smart ;)

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Fri Jun 20, 2008 2:51 am
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Unread post Re: Idea for better game play
a little late here..
but..

not a bad idea BigD.. although I would make the change of.. if a planet was in sector..maybe fig should not be destroyed. Thinking that (esp unlim games) credits are usually unlimited... so I could buy loads of probes and kill and the sector figs at a base and make invading easier.


Wed Nov 05, 2008 8:47 pm
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