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 random unclaimed planets 
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1st Sergeant

Joined: Fri Feb 28, 2003 3:00 am
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Some options to add to TW.

1.Random unclaimed planets .. set a percentage as to how many show up in a universe.

2. Disabling genesis torpedoes. That would be part of number 1.

3. might be harder to do.. Only ports over planets option. or a only ports over planets or sectors around planet sectors.

It would allow for resource management games.


Sat Mar 01, 2003 9:44 pm
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Lieutenant J.G.
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Joined: Tue Feb 19, 2002 3:00 am
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The random unclaimed planets would be interresting, provided they are stocked with something and you have to work to take them over.
The port idea is a stretch tho...I have a game running with 6500 port max in 20k sectors. That makes it a little rougher on the Reds because they cant SST/SSM as easily but there is an awful lot of empty space out there.

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Sun Mar 02, 2003 9:09 pm
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1st Sergeant

Joined: Fri Feb 28, 2003 3:00 am
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Well they wouldn't necessarily need to be hard to take over or have anything on them. The fact that planets you find are the only planets to get (with Genesis torpedoes being disables) make them valuable enough and the real trick isn't to get said planets its to hold onto them.

True the port only over planet option would make things rough on reds.

But there are games that favor reds and games that favor blues. This would be one more option to customize your universe the way you like. Anyways one could just use something else to weaken blues and/or strengthen reds and rebalance it.

I think the kinda game these options would open up would be interesting. You would find a few planets reasonably close together and port pairing plus strategically placed then guard em hard. No spending most of the game randomly wandering the universe for ports to drain that haven't been already. Which would save alot of work and script using for players.

This idea would compliment my ordered universe idea well but thats not to say one needs the other to work.


Sun Mar 02, 2003 9:50 pm
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Commander

Joined: Thu Feb 20, 2003 3:00 am
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Location: USA
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quote:Originally posted by Molean

Some options to add to TW.

1.Random unclaimed planets .. set a percentage as to how many show up in a universe.

2. Disabling genesis torpedoes. That would be part of number 1.

3. might be harder to do.. Only ports over planets option. or a only ports over planets or sectors around planet sectors.

It would allow for resource management games.

1. Currently possibly either by hand or with a fairly simple script through tedit.

2. Currently possible in the gold ship editor... just set the max gen torps to 0 on all ships.

3. That would be a lot of work, I suspect. At the start of the game it could be done even currently via a script, but once the planets go lvl 4, how do you propose to handle where the ports are as planets move?


Sun Mar 02, 2003 11:48 pm
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1st Sergeant

Joined: Fri Feb 28, 2003 3:00 am
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Location: USA
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Just at the start no ports that arent in (or next to?) sectors with planets in them. Just like you can't make a port where theres no planet but you can move the planet latter no problem.

Another idea option would be to tie port production with planet population and need. This is a complicated idea just throwing it out there. (dont let my more complex ideas shoot down my simpler ones please :P )

How this would work. Each planet would have a per colonist affect on ports in the area(in that sector or one sector away). Like a water planet would increase the amount of organics for sale on a port per colonist on the planet. It increase the amount of fuel and electronics to buy per colonist. Earth type planets per colonists would increase the buy and sell of all product types a small amount.
Ice planets and gas planet colonist would greatly increase the to buy on your ports of all three products by a good amount. Especially gas planets.

You see where I'm going with this? So ports not in range of anything would not be very productive.

Another thought. Both buy and sell transactions of other players(the owner of said port would not have this affect) would generate taxs and profits that would sit on those port and eventually go to you. But that same profit could be stolen by reds [8] (If you have a citadel it would automatically go there at midnight otherwise you can manually get it from the ports.)

This would create a interesting phenomenon in trade wars. Trading between players as well as unmaned ports.


Mon Mar 03, 2003 12:26 am
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1st Sergeant

Joined: Fri Feb 28, 2003 3:00 am
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You posted this in another topic. I figured i would reply in the right topic [:)]

quote:Originally posted by Shorty

I am interrested in the ports only with planets part of the post, seems to me it would make for a pretty difficult game for anyone to dominate or overpower another player. A person would have to build up using their own planet and ports in order to be able to afford to take on another. The problem I see is what happens if someone gets taken over and are not able to create another planet and the ports in the game are controlled by someone else. That effectively leaves that player to sit at SD and watch everyone else play because they have no way of gaining resources to be able to take their planet and ports back. I might try and artificially set one up similar to that on my server and play with it a little and see what happens. I guess if you had them randomly generated in a game in that configuration and not necessarily done just for the player when they enter, like the new player planets option then you would just have to put enough of them out there so everyone at least has a chance to get one. It would make deciding the victor pretty easy tho.


Well look closely at my tying port production to planet production. This would mean except for the rare system with two planets of opposite types buying and selling with the port above a particular planet wouldnt be too profitable. You would have to go to other systems and trade with there ports to make the real money (noting that for this to really work transwarping for planets would need to be disabled)

This means you have to open your doors up to other blue players[:X]. Anyone who got xenophobic and tried to lock everyone out of there system/'s would be missing out on alot of profit.

This would mean we would need another setting for fighters and q-cannons. A setting so that they only attack red players or players that attack friendly items in your system. While leaving blue players that arent attacking anything except reds alone.

P.S. I edited, improved, and cleaned up my players trade and port production tied to planet production idea. Please look at it again.


Tue Mar 04, 2003 3:24 am
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Commander

Joined: Thu Feb 20, 2003 3:00 am
Posts: 1529
Location: USA
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quote:Originally posted by Molean

Just at the start no ports that arent in (or next to?) sectors with planets in them. Just like you can't make a port where theres no planet but you can move the planet latter no problem.

Another idea option would be to tie port production with planet population and need. This is a complicated idea just throwing it out there. (dont let my more complex ideas shoot down my simpler ones please :P )

How this would work. Each planet would have a per colonist affect on ports in the area(in that sector or one sector away). Like a water planet would increase the amount of organics for sale on a port per colonist on the planet. It increase the amount of fuel and electronics to buy per colonist. Earth type planets per colonists would increase the buy and sell of all product types a small amount.
Ice planets and gas planet colonist would greatly increase the to buy on your ports of all three products by a good amount. Especially gas planets.

You see where I'm going with this? So ports not in range of anything would not be very productive.

Another thought. Both buy and sell transactions of other players(the owner of said port would not have this affect) would generate taxs and profits that would sit on those port and eventually go to you. But that same profit could be stolen by reds [8] (If you have a citadel it would automatically go there at midnight otherwise you can manually get it from the ports.)

This would create a interesting phenomenon in trade wars. Trading between players as well as unmaned ports.

Other than the port regen rates, you can fairly easily set up a game like you describe by manually editing the game. You need to realize, the current version of tradewars is reaching a close. The main focus right now is to fix bugs, not add new features. The new ideas are good as they might be something able to be implemented into the next version of trade wars, but I wouldn't get your hopes up at seeing any sort of major additions to trade wars 3.x


Tue Mar 04, 2003 4:04 am
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