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 Megacorping and outnumbering standard practice? 
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Unread post Re: Megacorping and outnumbering standard practice?
I really don't see how the Latency setting has any effect on truce violations. Changes are needed to the game, and JP was working on this before he got the job with RSI. The proposed "Truce Mode" would prevent attacking and other truce violations during the truce period. It was very high on his list, but also a very complicated feature.

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Sun Jun 24, 2018 12:22 am
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Unread post Re: Megacorping and outnumbering standard practice?
I remember playing in a truce game where the only ship available during truce wouldnt allow figs on it. When truce was over, real ships were allowed.

H

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Sun Jun 24, 2018 1:45 am
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Unread post Re: Megacorping and outnumbering standard practice?
Micro wrote:
I really don't see how the Latency setting has any effect on truce violations. Changes are needed to the game, and JP was working on this before he got the job with RSI. The proposed "Truce Mode" would prevent attacking and other truce violations during the truce period. It was very high on his list, but also a very complicated feature.


It really doesnt. but some people are going to have faster pings then others no matter what you do. its also something that you can't really control.

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Sun Jun 24, 2018 1:48 am
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Unread post Re: Megacorping and outnumbering standard practice?
Helix wrote:
I remember playing in a truce game where the only ship available during truce wouldnt allow figs on it. When truce was over, real ships were allowed.

H


thats not a bad idea... but the game would have to be shut down when truce ended to reset all the ships... you can't edit ship or planet settings in an active game.

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Sun Jun 24, 2018 1:51 am
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Unread post Re: Megacorping and outnumbering standard practice?
Here’s a Truce game idea:

Game Slot A for Corp 1, ...Game slot B for Corp 2

Give each X number of days to build, unhindered. Then when Truce ends fire up a script to ‘move’ assets to a third game slot, put it in tournament mode, lock the game, and turn off cols (as much as possible) ...maybe even remove all ports, no mega bubbles.

That would be interesting.

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Last edited by LoneStar on Sun Jun 24, 2018 3:05 am, edited 1 time in total.



Sun Jun 24, 2018 2:23 am
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Unread post Re: Megacorping and outnumbering standard practice?
Star Killer wrote:
It really doesnt. but some people are going to have faster pings then others no matter what you do. its also something that you can't really control.

...but that is only a problem when scripts and / or burst macros are being used. If you could slow it down to human speeds during combat, ping wouldn't matter. This was also a feature JP was considering.

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Sun Jun 24, 2018 2:52 am
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Unread post Re: Megacorping and outnumbering standard practice?
Micro wrote:
Star Killer wrote:
It really doesnt. but some people are going to have faster pings then others no matter what you do. its also something that you can't really control.

...but that is only a problem when scripts and / or burst macros are being used. If you could slow it down to human speeds during combat, ping wouldn't matter. This was also a feature JP was considering.


Ping wouldn't matter maybe, but the scripting/macro skills would still win the day, even at human speed.
H

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Sun Jun 24, 2018 7:39 am
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Unread post Re: Megacorping and outnumbering standard practice?
There is a TWGS feature called "Observer" which allows the gameop to create a player that is unable to interact with ports and other players. As for suggestions regarding the "truce mode," I would suggest expanding this feature.

For instance: have the settings allow/disallow certain types of interactions (so that players can't attack each other, but CAN attack aliens) and also create a timer feature that allows the Observer status to expire after a certain number of days.

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Sun Jun 24, 2018 11:31 am
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Unread post Re: Megacorping and outnumbering standard practice?
Helix wrote:
Ping wouldn't matter maybe, but the scripting/macro skills would still win the day, even at human speed.
H

Burst Macros don't work in MBBS, and that would be easy to implement in TWGS. Without burst macros, you have to wait for the prompt to send your next keystroke. It wouldn't stop scripting, but it would slow it down a bit.

I also proposed progressive delays that would penalize players responding faster than humanly possible with additional delays. This request was declined.

If you really wanted to stop scripting, yo could scramble prompts and other data using ANSI movement codes. The prompts and data would be sent out of order, and unreadable to a script, but displayed correctly on the end users screen.

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Sun Jun 24, 2018 4:32 pm
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Unread post Re: Megacorping and outnumbering standard practice?
Micro wrote:
Helix wrote:
Ping wouldn't matter maybe, but the scripting/macro skills would still win the day, even at human speed.
H

Burst Macros don't work in MBBS, and that would be easy to implement in TWGS. Without burst macros, you have to wait for the prompt to send your next keystroke. It wouldn't stop scripting, but it would slow it down a bit.

I also proposed progressive delays that would penalize players responding faster than humanly possible with additional delays. This request was declined.

If you really wanted to stop scripting, yo could scramble prompts and other data using ANSI movement codes. The prompts and data would be sent out of order, and unreadable to a script, but displayed correctly on the end users screen.


Of course, all of this begs the question of whether anyone but you (and maybe Cruncher) wants to stop scripting.

And even though you think you want to do that now, you might change your mind after the dozen or so people who still play this game stop playing as a result of the change.

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Mon Jun 25, 2018 7:30 pm
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Unread post Re: Megacorping and outnumbering standard practice?
More people would play. The game would grow. The game has gotten out of hand for the normal incoming new player. The game has devolved into just bots running around. The player is no longer "playing " the game. It has been the ruin of TW.


Tue Jun 26, 2018 10:10 am
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Unread post Re: Megacorping and outnumbering standard practice?
Shadow wrote:
Of course, all of this begs the question of whether anyone but you (and maybe Cruncher) wants to stop scripting.

And even though you think you want to do that now, you might change your mind after the dozen or so people who still play this game stop playing as a result of the change.
Personally I love scripting, but all of the major online MMOs limit or ban scripting. Let's face it, playing TW against your scripts is like playing chess against a computer. Why would anyone want to play this game unless they had at least a chance of winning?

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Wed Jun 27, 2018 6:52 am
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Unread post Re: Megacorping and outnumbering standard practice?
JP, could have, imo, created official Script Packs and sold at Stardock (enhanced menus and menu options), or Timelocked CTS-files for cash. I think he missed the boat on the potential this game had.

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Wed Jun 27, 2018 7:33 pm
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Unread post Re: Megacorping and outnumbering standard practice?
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Thu Jun 28, 2018 7:34 am
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Unread post Re: Megacorping and outnumbering standard practice?
Shadow wrote:

Of course, all of this begs the question of whether anyone but you (and maybe Cruncher) wants to stop scripting.

And even though you think you want to do that now, you might change your mind after the dozen or so people who still play this game stop playing as a result of the change.


Only a dozen.. vs. hundreds or thousands that have already left because of scripting.. or on to more modern graphic games. hehe..

In the beginning we all played 100% manually, before helpers were created. Some of us used Zoc to write macros. This game would never have survived without some automation, but the aggressive AFK scripts that began in the early 2000's with TWXProxy were the downfall. You all know it. Old argument, yet there are still players returning who would love to experience the game as it was before TWXProxy & Mombot. Once the genie is out of the bottle, there's no going back. We can try with some of the delay settings and server rules, but we cannot and should not disable scripting all together.

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