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 3 New Games on Beta Just Opened for Business! 
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
Yes 0 delay is 1/4 ship delay across the board, but 0 ship delay <> 1/4 ship delay. And that's what I said.


Well, it's half of what you said. But okay. So long story short, 0 ship delay
is a 250 ms (quarter, flat) ship delay.

Add in a 250ms delay to planets and now you're behind the eightball on pings,
cycle timing, and fig msg delay.

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Fri Jul 16, 2010 1:11 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Big D wrote:
Yes 0 delay is 1/4 ship delay across the board, but 0 ship delay <> 1/4 ship delay. And that's what I said.


Well, it's half of what you said. But okay. So long story short, 0 ship delay
is a 250 ms (quarter, flat) ship delay.

Add in a 250ms delay to planets and now you're behind the eightball on pings,
cycle timing, and fig msg delay.


I didn't say add a 250 ms delay to planets. I said add a delay compatable to ships. That would have to be tested and find out what the best setting would be. No one will know until it is tested and that's what the beta site is for.


Fri Jul 16, 2010 1:21 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
I didn't say add a 250 ms delay to planets. I said add a delay compatable to ships. That would have to be tested and find out what the best setting would be. No one will know until it is tested and that's what the beta site is for.


Yeh, but doing that assumes a certain ping, CPC, and server load level.

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Fri Jul 16, 2010 1:26 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Big D wrote:
I didn't say add a 250 ms delay to planets. I said add a delay compatable to ships. That would have to be tested and find out what the best setting would be. No one will know until it is tested and that's what the beta site is for.


Yeh, but doing that assumes a certain ping, CPC, and server load level.


And that is different than how it is now? Slower pings have always had a disadvantage. Server load shouldn't make a difference since it affects everyone across the board equally.


Fri Jul 16, 2010 1:27 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
And that is different than how it is now? Slower pings have always had a disadvantage. Server load shouldn't make a difference since it affects everyone across the board equally.


Yes, slower pings have a disadvantage. The difference is that the way things are now, they
don't assume very much and you can change practically anything. If you tie settings together,
you make assumptions about play that may not pan out. Once that happens, the setting and
all the work that went into it become useless because nobody will use it. By giving sysops the
ability to customize the settings in detail, that's much less likely to happen.

And server load makes a massive difference. Variable load, wait for the load to drop, burst
your macro. It'll drive server load up, and make it hard to hit you.

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Fri Jul 16, 2010 1:31 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Big D wrote:
And that is different than how it is now? Slower pings have always had a disadvantage. Server load shouldn't make a difference since it affects everyone across the board equally.


Yes, slower pings have a disadvantage. The difference is that the way things are now, they
don't assume very much and you can change practically anything. If you tie settings together,
you make assumptions about play that may not pan out. Once that happens, the setting and
all the work that went into it become useless because nobody will use it. By giving sysops the
ability to customize the settings in detail, that's much less likely to happen.

And server load makes a massive difference. Variable load, wait for the load to drop, burst
your macro. It'll drive server load up, and make it hard to hit you.


You are missing the point. The 0 ship delay would be the same as it is now. Why would that change the current style of game play?

As far as server load, bursting can be controled by max commands per cycle, so that can be configured very easily.


Fri Jul 16, 2010 1:34 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
You are missing the point. The 0 ship delay would be the same as it is now. Why would that change the current style of game play?


I'm not saying it would change the current style of play now. I'm saying that if the
setting isn't done right, it's as good as not doing it at all because people won't use
it.

That's the third time I've said that, maybe fourth.

Big D wrote:
As far as server load, bursting can be controled by max commands per cycle, so that can be configured very easily.


Yes, which is why I included CPC in the list of variables that must be assumed here.

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Fri Jul 16, 2010 1:40 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
That would be a personal preference whether the setting would be used or not. As I said, the ship delay setting ISN"T being used now, so how could it be any worse?
Evidently you like the 0 delay option, and it's there at your disposal. Let's also give sysops that do want delays an option that they like also.


Fri Jul 16, 2010 1:44 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
That would be a personal preference whether the setting would be used or not. As I said, the ship delay setting ISN"T being used now, so how could it be any worse?
Evidently you like the 0 delay option, and it's there at your disposal. Let's also give sysops that do want delays an option that they like also.


Missing my point... but oh well.

I don't care about the 0 delay option either way. What I want is for sysops
to be able to configure planet delay and ship delay independently. If it gets
added, it should be done in a way that allows for the most possible options.

If you want to make it easier for new sysops, just make it so that changing
the ship delay changes the planet delay in tandem, but leaves the option
open so the sysop can adjust planet delay further if desired.

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Fri Jul 16, 2010 1:48 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Big D wrote:
That would be a personal preference whether the setting would be used or not. As I said, the ship delay setting ISN"T being used now, so how could it be any worse?
Evidently you like the 0 delay option, and it's there at your disposal. Let's also give sysops that do want delays an option that they like also.


Missing my point... but oh well.

I don't care about the 0 delay option either way. What I want is for sysops
to be able to configure planet delay and ship delay independently. If it gets
added, it should be done in a way that allows for the most possible options.

If you want to make it easier for new sysops, just make it so that changing
the ship delay changes the planet delay in tandem, but leaves the option
open so the sysop can adjust planet delay further if desired.


As long as the option is added, it really doesn't make much difference whether it is seperate or not. I just think the more options the sysop has, the more confusing it becomes new sysops. Hoever, I'm game.


Fri Jul 16, 2010 1:50 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
Singularity wrote:
Big D wrote:
That would be a personal preference whether the setting would be used or not. As I said, the ship delay setting ISN"T being used now, so how could it be any worse?
Evidently you like the 0 delay option, and it's there at your disposal. Let's also give sysops that do want delays an option that they like also.


Missing my point... but oh well.

I don't care about the 0 delay option either way. What I want is for sysops
to be able to configure planet delay and ship delay independently. If it gets
added, it should be done in a way that allows for the most possible options.

If you want to make it easier for new sysops, just make it so that changing
the ship delay changes the planet delay in tandem, but leaves the option
open so the sysop can adjust planet delay further if desired.


As long as the option is added, it really doesn't make much difference whether it is seperate or not. I just think the more options the sysop has, the more confusing it becomes new sysops. Hoever, I'm game.


It does matter because the planet delay affects other aspects of the game. If and when jp adds a planet delay I hope its independant and configurable from ship delay. If you have it scale as your suggesting it will break aspects of other tactics.

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Fri Jul 16, 2010 4:08 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Kaus wrote:
It does matter because the planet delay affects other aspects of the game. If and when jp adds a planet delay I hope its independant and configurable from ship delay. If you have it scale as your suggesting it will break aspects of other tactics.


I don't think you are comprehending what I'm saying either. It's fine if it's independant from ship delay, but it won't change anything if it's not. Currently no one uses ship delay at all. So no it won't change playing styles at all.

0 ship delay (1/4 ship delay across the board) = No planet delay

1/4 ship delay (delay determined by tpw of ships) = planet delay set up in comparison to ship delay (This would have to be tested)

etc... etc...

So... If the zero ship delay isn't effected, it won't effect anything because that's what everyone uses now.


Fri Jul 16, 2010 4:38 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Some servers use ship delay along with rob delay. Generally easy to detect by hitting # at the main server game selection menu -- no one is playing.

I haven't read this thread recently so I may be way off on your discussion. To me, delays simulate laggy servers and eat up time that could be spent playing the game or getting done whatever I wanted in the game, and on with real life.

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Fri Jul 16, 2010 5:34 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Promethius wrote:
Some servers use ship delay along with rob delay. Generally easy to detect by hitting # at the main server game selection menu -- no one is playing.

I haven’t read this thread recently so I may be way off on your discussion. To me, delays simulate laggy servers and eat up time that could be spent playing the game or getting done whatever I wanted in the game, and on with real life.


I don't care for ship delay either. Makes you feel like you're playing Gypsy's server again. LOL

The planet delay sounds interesting, and I agree that keeping it independent of ship delay is the best idea yet.

And since you all know this game mechanics in much more detail than I do I’m about to ask what you might consider elementary knowledge.

With 0 ship delay and using a macro to enter a sector and kill a fighter, how many ms does that take?

How many ms does it take to macro planet warp to a fig that you’ve just received the message that target has entered?

Let’s presume excellent ping and no lag.

So, if we had 0 ship delay and some sort of planet delay then pdropping would be eliminated or quiet nearly impossible?

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Fri Jul 16, 2010 6:38 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
So, if we had 0 ship delay and some sort of planet delay then pdropping would be eliminated or quiet nearly impossible?


Pretty much. With 0 ship delay, there's a 250 ms delay before movement on ALL ships. Of course there's a message delay before it gets to the user that his fig has been hit. So if you set the planet delay to 250 ms, you'd never planet torp or pdrop anyone because of the delay in the message. So basically planet delay would have to be set at somewhere around 50 ms (Just an approximation because this would have to be tested). Pluse even with a planet delay, the torper could still use a bwarp torp or torp adjacent and not be effected. This would only effect planet movement.


Fri Jul 16, 2010 6:55 pm
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