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Turns players wanted...
http://classictw.com/viewtopic.php?f=25&t=20246
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Author:  Singularity [ Wed Jan 16, 2008 11:05 pm ]
Post subject:  Turns players wanted...

Ok. So I'm bored, looking for a few games... but there aren't a lot of active turn players at the moment. So it's time to find a few people and teach them.

What I'm looking for are ppl with good keytime, a desire to learn how to kick serious a** in a 1000 turn game, a desire to be apart of a strong corp, and a willingness to be coached thru things.

As a starter read this:
http://www.navhaz.com/dny_corp-guide.txt

That's my corp guide. Read it and pick out the roles you'd like to get better at. I'll be rebanging a game on my test server and using it as the training grounds, so you can try different things and see how each works. Ideally there's 4 or 5 ppl out there...

Msg or ICQ me if you're up for the challenge.

Author:  Kane [ Thu Jan 17, 2008 10:46 pm ]
Post subject:  Re: Turns players wanted...

Can I be CEO? No but really this is a good idea, its nice to see a player like yourself helping out players. Now if I only had the key time.

Author:  NjoY [ Fri Jan 18, 2008 4:21 pm ]
Post subject:  Re: Turns players wanted...

Sounds too good to be true....
Count me in.
I'd like to be red if possible.

I'm AFK all week from Sunday (20/1) till Friday.(Working for a living sucks lol)
Hope that wont be a problem.
I'm hoping to get time to access the forums (depends on finding open wireless connections)

I still think that 1000 turns should be illegal lol

Author:  Vader [ Tue Mar 11, 2008 3:49 pm ]
Post subject:  Re: Turns players wanted...

I hope you're very successful with this. One of the weaknesses I see in TW today is the lack of solid perma corps. Having multiple, active permas makes for far more competitive and fun games.

Author:  mob [ Wed Mar 12, 2008 9:48 pm ]
Post subject:  Re: Turns players wanted...

lol know how to kick a** in a 250 turn 1000sector universe??

Author:  Kane [ Fri Mar 14, 2008 10:50 pm ]
Post subject:  Re: Turns players wanted...

Yeah Im sure he can.

Author:  Singularity [ Sat Mar 15, 2008 1:42 am ]
Post subject:  Re: Turns players wanted...

LOL.

Step 1: ZTM
Step 2: PPT and explore critical areas
Step 3: Drop afew figs around dock to mess up merfs until...
Step 4: Get a red going
Step 5: Probe...
Step 6: CIM hunt and laugh and laugh
Step 7: Rebang

Time till finished depends on corp size. Hardly worth even playing a game like that, 1000 sectors could be probed with under 100 probes if you're smart (probe DEs plus 0 traffic sectors), maybe 200 if you're unlucky. That's... at 3k per probe, 300k to 600k. Basically a race to 1m creds. If the pod sells for anything decent the game will get screwy in a hurry.

Author:  Vader [ Sat Mar 15, 2008 10:55 am ]
Post subject:  Re: Turns players wanted...

Stock games are the way to go. I miss playing the occasional stock solo game. Too bad most TW are pansies and won't play em.

Author:  Singularity [ Sat Mar 15, 2008 12:38 pm ]
Post subject:  Re: Turns players wanted...

Shrug... can't talk for others, but stock games are boring to me. I get more action watching paint dry or grass grow in the middle of winter.

Author:  Kane [ Sat Mar 15, 2008 12:40 pm ]
Post subject:  Re: Turns players wanted...

Hell you will be lucky now adays to find someone who will play a non truce game...

Author:  Vader [ Sat Mar 15, 2008 1:55 pm ]
Post subject:  Re: Turns players wanted...

Singularity wrote:
Shrug... can't talk for others, but stock games are boring to me. I get more action watching paint dry or grass grow in the middle of winter.


I'm not shocked you're not getting much action... :lol:

Author:  Singularity [ Sat Mar 15, 2008 8:06 pm ]
Post subject:  Re: Turns players wanted...

Quote:
I'm not shocked you're not getting much action...


Laff, you're just jealous that I have better things to do than play stock games... ;)

Author:  LoRD TaLoN [ Mon Mar 31, 2008 3:56 am ]
Post subject:  Re: Turns players wanted...

Singularity wrote:
LOL.

Step 2: PPT and explore critical areas



Just curious here but on day 1 what would you specifically group as the most critical areas that your exploring before probing heh. Otherwise the plan sounds about right. I must agree that most people don't play like this i admit i turtle in some games. I think in the next game i'm in i'm gonna go straight for that.

I have another question though. I found that in a 20k game if i have 60% probed even it takes forever to run the cim twice doesn't seem to matter what my ping is maybe its the way tw's is. Thats why i always hated cim tracking it takes what seems like forever. any advice?

Oh and just for my 2 cents here if you are still looking i'm usually "Bored" myself and wanting to play turn games. Love to learn a few new tricks from you.

laters
-LT

Author:  Singularity [ Mon Mar 31, 2008 5:08 am ]
Post subject:  Re: Turns players wanted...

Quote:
Just curious here but on day 1 what would you specifically group as the most critical areas that your exploring before probing heh. Otherwise the plan sounds about right. I must agree that most people don't play like this i admit i turtle in some games. I think in the next game i'm in i'm gonna go straight for that.


Personally? In a turns game I only explore when I have to, I'd rather probe since it's usually cheaper. My early game exploration is geared around cashing, base building and offense. My strategies on each of those depend on the game (SDT, SST or megas? DEs, bubbles, tunnels, low traffic areas, somewhere else? Ports near dock, ports near fed, high traffic areas, key traffic areas, etc).

In an unlim it's all about offense, let the reds cash and worry about base building when everyone is dead.

Quote:
I have another question though. I found that in a 20k game if i have 60% probed even it takes forever to run the cim twice doesn't seem to matter what my ping is maybe its the way tw's is. Thats why i always hated cim tracking it takes what seems like forever. any advice?


Right, there's a data output lag built into twgs to keep us from flooding the server. Ping doesn't matter, your bandwidth only matters a little. The CPU clock and the CPU load are what matter the most, it basically only sends X amount of data per cycle and each cycle can only occur when the OS passes control back to the app. You'll notice the same "cycle lag" when gridding or cashing too, doesn't matter if your ping is 130 and the CPC is 50... if the CPU load is high the cycle lag between warp in and warp out can be such that you still end up dropped or torped.

Author:  Rafar [ Wed Apr 02, 2008 1:54 pm ]
Post subject:  Re: Turns players wanted...

I know this is an old topic, but if you are still looking, I'd be interested in joining you.

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