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BlackBeard
Warrant Officer
Joined: Thu Jan 13, 2005 3:00 am Posts: 82 Location: USA
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more like an old school game settings are not the best for fast play...kinda reminds me of playin on a bbs way back when...
Game Stats:
[Version]
Major Version=3
Minor Version=13
[Bigbang Settings]
Gold Enabled=False
MBBS Compatibility=False
Start Day=07/27/17
[General Info]
Defined Start Day=07/27/17
Internal Aliens=True
Internal Ferrengi=True
Closed Game=False
Show Stardock=True
Ship Delay Mode=Third
Ether Delay Mode=1 Sec
Max Commands=4
Turn Base=500 Turns
Time Online=Unlimited
Inactive Time=1000 Min
Last Bust Clear Day=08/31/17
[Startup]
Initial Fighters=50
Initial Credits=500
Initial Holds=25
New Player Planets=True
[Settings]
Days Til Deletion=30 Days
Colonist Regen Rate=850
Max Planet Sector=5
Max Corp Members=5
FedSpace Ship Limit=8
Photon Missile Duration=0 Sec
Cloak Fail Percent=3%
Debris Loss Percent=3%
Trade Percent=60%
Steal Buy=True
Production Rate=10
Max Production Regen=100
Multiple Photons=False
Clear Bust Days=7 Days
Steal Factor=100%
Rob Factor=100%
Rob Delay=True
Port Production Max=65530
Radiation Lifetime=14 Days
Fighter Lock Decay=1440 Min
[Costs]
Tavern Announcement=100 cr
Limpet Removal=5,000 cr
Reregister Ship=5,000 cr
Citadel Transport Unit=50,000 cr
Citadel Transport Upgrade=25,000 cr
Genesis Torpedo=20,000 cr
Armid Mine=1,000 cr
Limpet Mine=10,000 cr
Beacon=100 cr
Type I TWarp=50,000 cr
Type II TWarp=80,000 cr
TWarp Upgrade=10,000 cr
Psychic Probe=10,000 cr
Planet Scanner=30,000 cr
Atomic Detonator=15,000 cr
Corbomite=1,000 cr
Ether Probe=3,000 cr
Photon Missile=40,000 cr
Cloaking Device=25,000 cr
Mine Disruptor=6,000 cr
Holographic Scanner=25,000 cr
Density Scanner=2,000 cr
[Universe]
Sectors=5000
Users=200
Ships=800
Ports=2000
Planets=1000
Max Course Length=45
[Tournament]
Tournament Mode=0
Days To Enter=0 Days
Max Times Blown Up=0
[Dynamic]
Active Players=41
Percent Players Good=80
Active Ports=1903
Port Value=10383408
Active Planets=74
Percent Planet Citadels=20
Active Ships=33
Active Corps=5
Active Figs=44945
Active Mines=288
End Stats.
Trade Wars 2002 Game Configuration and Status
Initial Turns per day 500, fighters 50, credits 500, holds 25.
Inactive players will be deleted after 30 days.
Maximum players 200, sectors 5000, ports 2000, planets 1000.
The Maximum number of Planets per sector: 5, Traders on a Corp: 5,
Ships per FedSpace Sector: 8.
The StarDock is located in sector 1775.
Photon Missiles are disabled.
Ver# 3.13 running under Sockets.
The local display is ON at all times.
This game is registered to Grinning Evil Death BBS.
This game has been running for 45 days.
-=-=-=- Current Stats for 11:10:29 AM Sun Sep 10, 2017 -=-=-=-
1,903 ports are open for business and have a net worth of 10,383,408.
74 planets exist in the universe, 20% have Citadels.
41 Traders (80% Good) and 45 Aliens (20% Good) are active in the game.
44,945 Fighters and 288 Mines are in use throughout the Universe.
5 Corporations are in business.
so need 4 others....anyone wanna play?
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| Sat Sep 10, 2005 3:54 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Wow. No photons, 500 turns. Very low colo rate. Is there enough on terra to get a mobile and pdrop? Otherwise no grid defense at all... But on 500 turns what can you really do to a grid anyway?
Seems the only way to win will be to team SDT for cash and buydown all of the ships to lock it up.
Is it just me, or do you like stale games? 
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Sat Sep 10, 2005 5:22 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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It's just you. Believe it or not, it IS possible to protect a grid without a mobile planet and pdrops. Additionally, 500 turns with only 5000 sectors is plenty if you know how to manage them.
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| Sat Sep 10, 2005 6:51 pm |
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BlackBeard
Warrant Officer
Joined: Thu Jan 13, 2005 3:00 am Posts: 82 Location: USA
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well i just happend on this game this morning, talked to some dude in the game and even tho he talked big (like he knew what he was doing) i really dont think he does...low turn stock game...you have to work on what u want...i know some peeps like that little silver platter with everything on it tho so i dont expect alot of response
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| Sat Sep 10, 2005 7:57 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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And without torps (the reason I brought up planets in the first place)? No it's not.
How you going to stop me from gridding? You going to ask me real nice on fedcom? You going to invade my planets and hope the cannons don't get you? You going to hope my lawnmower runs out of gas? Ship delay of 1/3rd, right? Bwarp+IG on a limpet hit maybe? Too easy to mess with that tho. Sure if you've got a full corp ready to go, fighters ready, you could try bwarp anticipation figlock, or try to catch the guy in a tunnel with a pair of corpies w/ IGs. But that assumes you have a manpower advantage to compensate for the delayed start, or at the very least you can predict their path. Assumptions that may or may not be true. Besides, we're talking about a stock game, right? If you can find ships that can handle all that... or care to share something more detailed than just a general feel-good "back in my day we didn't have any gul darn planets, uphill both ways, and we liked it that way!" philosophy?
You know as well as I do how easy it is to mess with someone's grid in a situation like this, Devil's advocate aside. Now that's ok, infact it probably favors the new guy, atleast up front. But how do you close down a game then like this? Or is that not your objective?
500 turns in 5000 sectors is plenty if you like slow games. Personal preference, that's all. I said "wow" because it's out of the ordinary. It could be fun. I don't know. Even with perfectly managed turns, there's still only so much you can do. You need not assume I'm wasteful of my turns simply because I don't like to drag games on forever. 500 per day. 3500 per week, 15000 per month. Compare with the same game, 1500 turns per day. Pace is completely different, more emphasis on farming and long-term cash development. Since terra regen is so low, the latter seems the only out. Unless you have a better idea? Again, how something of this nature would really effect the system of gameplay... isn't completely obvious.
To summarize... "prove it." =)
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Sat Sep 10, 2005 7:59 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 Singularity
And without torps (the reason I brought up planets in the first place)? No it's not.
How you going to stop me from gridding? You going to ask me real nice on fedcom? You going to invade my planets and hope the cannons don't get you? You going to hope my lawnmower runs out of gas? Ship delay of 1/3rd, right? Bwarp+IG on a limpet hit maybe? Too easy to mess with that tho. Sure if you've got a full corp ready to go, fighters ready, you could try bwarp anticipation figlock, or try to catch the guy in a tunnel with a pair of corpies w/ IGs. But that assumes you have a manpower advantage to compensate for the delayed start, or at the very least you can predict their path. Assumptions that may or may not be true. Besides, we're talking about a stock game, right? If you can find ships that can handle all that... or care to share something more detailed than just a general feel-good "back in my day we didn't have any gul darn planets, uphill both ways, and we liked it that way!" philosophy?
Much the same as any game, I will need to use a basic anticipation script to get you. I will then bwarp in front of you (no move delay on a bwarp), leave 20k-30k defensive figs (since you're gridding in a havoc, orion, or possibly corp flag), and then surround you and kill you when you get stuck on them.
quote:
But how do you close down a game then like this? Or is that not your objective?
You do better on the grid than them, you do better cashing than them, you find their resources and destroy them, then you grid them out of the game. It is the same as you do in any other game.
quote:
500 turns in 5000 sectors is plenty if you like slow games. Personal preference, that's all. I said "wow" because it's out of the ordinary. It could be fun. I don't know. Even with perfectly managed turns, there's still only so much you can do. You need not assume I'm wasteful of my turns simply because I don't like to drag games on forever. 500 per day. 3500 per week, 15000 per month. Compare with the same game, 1500 turns per day.
The problem here is you're not taking into account that the enemy in a game like this has the exact same amount of turns that you do. There is no reason you have to wait until you have massive amounts of resources to attack. 500, 1500, the only difference is how many figs we have on our ships when I kill you. This is 5,000 sectors, not 20,000. 500 turns means around 60-70 sectors one person can grid. You can easily have 2.5 players turns on grid if you so desire, meaning 162 sectors gridded/day. Now, assuming you are actually gridding something specific, that is a lot of ground. Especially when you consider the enemy is only able to do the same and you will have a lot probed.
Let's go back to your first post though. I've shown how you can stop players gridding. I've shown how you can grid. Now on to team SDT. Why in heaven's name would you sdt in a game with 60% ptrade? Same with planet farm. This game is SST the whole way through. Also, a ship buyout really isn't an effective end game strategy, especially with 500 turns and stock ships. How do you plan to move the ships out of fed? You still have to kill everyone before you can be effective with the buyout, so why not just kill everyone and lock fedspace?
I'm not trying to nitpick here but rather to illustrate the fact that you shouldn't come into a place like this and bash a game when you quite obviously haven't (or can't) read the edits thoroughly. Additionally, BlackBeard made it obvious with his first post that this IS an old school type game, and if you don't like that sort of thing, why even bother to post here?
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| Sat Sep 10, 2005 8:33 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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First, let me clarify... I'm not bashing. "Wow!" does not constitute a bash.
Since you asked, I'll explain a little further. The rest were questions, except the stale game part... which 90% of the players that see this are going to ask. If he can answer it, it gives him a chance to fight a common objection that others will have before joining. There are 2 sides to every story, I was giving him a chance to explain his. And still hoping that he will, as there might be a very good reason why he likes games like this (and why others might as well). I post here because it brings attention to the thread, I've corped with BB in the distant past and found him to be a fun guy to corp with... I'd like to see him get more people to join. Not to mention that it tends to promote discussion, which is always a good thing. Isn't it?
For the rest. Anticipation is going to have a hard time catching me with twarp gridder. There are other ways to mess that up too, if I know you're out there... I can have a corpie with saveme and tag-team you as you try. Traps are fun like that, and I don't know many that grid alone.
If you can't lock the game out, you can only discourage them from coming back by killing them. Otherwise you get stuck babysitting a game until the sysop rebangs. Someone new comes in and makes a mess of things while you're away. You can't lock fedspace unless you come on every day to do it, which works... but the buyout lasts longer. If you knew the sysop was going to rebang it after you're done, maybe that wouldn't be a problem. Hence the reason I brought up the buyout. Do you know another way to lock down a game without having it re-opened at extern every night?
You're right, I missed the ptrade at 60%. Team SST would be more efficient. Planet farming works pretty well even with a ptrade at 60% since, if you're producing enough ore, it's still pretty turn efficient. Obviously not going to be a factor for a while as a new player won't have that, but the established players in the game will... so why not size up the competition? Since it's not starting out with everyone on day 1, buildup will be slower than a larger turn game. Again, slower is not a bad thing... see the first big paragraph up top.
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Sun Sep 11, 2005 4:33 am |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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Ring fed, ring the MSL's, blow every port in them. Means they can get out, but where can they go? If you want, put corpies in IC's blocking the ways that get cleared into SD, just in case they have money in their bank. I suppose if a corp were dedicated enough, they could cby enough times to eventually get enough money to break the blockade, but we're talking months that way. That's the same problem you run into with most any game, though. If the sysop won't rebang it and the "win" classification means that much to you, you have to do the same.
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| Sun Sep 11, 2005 6:59 am |
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BlackBeard
Warrant Officer
Joined: Thu Jan 13, 2005 3:00 am Posts: 82 Location: USA
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well have 3 others that joined me (they were in the game already) only one has swath the other two use hyperterm (or something like that) no one uses twx...basicly all newbies...so still looking for one more...and Singularity... i found this game by accident...and its been a while since i played a "stock" game...but i was 40+ days behind and then i seen how many figs were in universe...(its up to 52K now) so i figured i wasnt that far behind if i could get a couple peeps to join then started talking to the ceo of the leading corp...and he seems to know somewhat what is going on but the way he was talking like i didnt have a chance in the game really ticked me off thus i posted here for some help (BTW still could use one more person...500 turns...goes by quick so not much time required)...and today it was posted in the logs:
Anubis posted this universal announcement:
Oh, one other piece of advice.. Whatever you're planning, you have 8 days.. After that, I will declare myself unstoppable.
so i come back here and ask once again.....anyone??
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| Wed Sep 21, 2005 7:40 pm |
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kodiakrb
Private 1st Class
Joined: Sun Jul 03, 2005 2:00 am Posts: 2 Location: USA
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You guys do realize this is a game...right
_________________ I Will not lose...ever
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| Sat Feb 11, 2006 5:51 am |
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Coke
Lieutenant J.G.
Joined: Sat Apr 10, 2004 2:00 am Posts: 449 Location: USA
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and you do realize this is a thread 6 months old...right?

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| Sat Feb 11, 2006 6:16 am |
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kodiakrb
Private 1st Class
Joined: Sun Jul 03, 2005 2:00 am Posts: 2 Location: USA
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But even 6 months old...still a game
_________________ I Will not lose...ever
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| Sat Feb 11, 2006 6:21 am |
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Desert Fox
Lieutenant J.G.
Joined: Fri Sep 12, 2003 2:00 am Posts: 352 Location: USA
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Hey Thats the game i came and helped you. Oh ya we won also. Killed all the other corps when they started mega corping. Man i hate cheaters
_________________ It's a game. Have fun! Desert Fox / Tommy Gunn Member of Phoenix Rising
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| Sat Feb 11, 2006 6:31 am |
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