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 What about gridding? 
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Unread post Re: What about gridding?
"LOL, I'd love that. I could time your torps as I pgrid
around stuff and use that to triangulate your base's
location. That'd be great!"

Sounds like a great disincentive for torping on fig messages, which is kind of the point.

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Thu Dec 16, 2010 5:14 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
Sounds like a great disincentive for torping on fig messages, which is kind of the point.


Or just an incentive to use a staging sector, calculated
close to the center of the universe, which is what most
of us already do.

This particular change would only be good for us.

Edit: I think we could accomplish the same thing with
a pwarp delay that increases some with distance. Talked
about that already tho. The difference tho, we'd want to
cap the delay at a particular limit to prevent this sort of
stuff.

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Thu Dec 16, 2010 5:19 pm
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Unread post Re: What about gridding?
Yes, I'm anxious to see how the progressive planet delay will effect the game.

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Thu Dec 16, 2010 6:52 pm
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Unread post Re: What about gridding?
Singularity wrote:
Space Ghost wrote:
Clever Scripter could prolly figure out some timmings and etc etc BUT i thought the idea was worth tossings around


LOL, I'd love that. I could time your torps as I pgrid
around stuff and use that to triangulate your base's
location. That'd be great!

Or not... it would, infact, make gridding much more
powerful and make it much easier to find bases.



Variation in Ping and 50 other things make this a waste of time.

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Fri Dec 17, 2010 9:39 pm
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Unread post Re: What about gridding?
Parrothead wrote:
Variation in Ping and 50 other things make this a waste of time.


Depends on the size of the variance. Given the
number of torps people shoot, I can do a lot
with very little.

As for the "other things" ... you should become
more familiar with the timings in the new beta.

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Fri Dec 17, 2010 9:47 pm
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Unread post Re: What about gridding?
I don't really care for the idea of decaying grid, but I do like boogers idea of increasing the size of fed space protected areas where figs can't be deployed. I also like the idea of planet move delay based on distance, which in turn would allow players to grid more easily out in open space without getting pdropped or torped adjacent.


Sat Dec 18, 2010 12:13 am
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Unread post Re: What about gridding?
Won't effect pdrop at all.
Only direct adj torp which is not the only game in town for grid defense but it is an important one for one hit gridder scripts.

If someone is pgridding then direct torp is usually a waste of time or Was pre-beta.
I usually switch 2 one of several other types of defenses for pgridding.

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Sat Dec 18, 2010 12:45 am
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Unread post Re: What about gridding?
I say just fix whats broke and leave the rest alone.

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Tue Dec 21, 2010 1:38 am
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Unread post Re: What about gridding?
John Pritchett wrote:
Yes, I'm anxious to see how the progressive planet delay will effect the game.

Hey JP, I'm just a noob, however with the 30k uni adjustmen wouldn't adding holds to ships be a worth wile venture? I mean there is no wayto possibly play a 30k unlm with a T-Gridder. I mean no disrepects but this 30k uni seems more of a hassle than anything. ( crap if iit were up to me I would start at 100k unlim unis and work up to 10 mill sector uni's with 12 fed's 8 class 0's and normal fed. I am a nobody In tw however I have been Playing for more than a decade... Change can be good or bad.
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Tue Dec 21, 2010 1:45 am
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Unread post Re: What about gridding?
The path setting can be adjusted to reduce the need
for big holds. But yes, in some games you need a tpad
to grid effectively.

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Tue Dec 21, 2010 1:53 am
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Unread post Re: What about gridding?
Singularity wrote:
The path setting can be adjusted to reduce the need
for big holds. But yes, in some games you need a tpad
to grid effectively.

SO THATS A NO... NO MAS HOLDS..?..... EVEN A EVEN 300 WOULD WORK. i'M ASKING NICELY B4 YOU MAKE UP YOUR MIND.
tHANKS IN ADVANCE, CORP DU2 ( MISBEHAVIN, SPYHUNTER MUSS, TRADER VIC, ZIP, ZND ME RAPTOR) iF THINGS MUST EVO;\LVE THEN WHY CANT GAMING AS WELL?


Tue Dec 21, 2010 2:00 am
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Unread post Re: What about gridding?
Raptor1886 wrote:
SO THATS A NO... NO MAS HOLDS..?..... EVEN A EVEN 300 WOULD WORK. i'M ASKING NICELY B4 YOU MAKE UP YOUR MIND.


It's not up to me. I don't care either way, I can
easily mod the handful of scripts that use 255
as a bounds check.

But changes like this should be well thought out.
If I can crank up the holds on a freighter to 300,
I can increase the cash per turn of that edit.

I'm just saying that even with only 255, you can
do quite a bit.

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Tue Dec 21, 2010 2:16 am
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Unread post Re: What about gridding?
Singularity wrote:
Raptor1886 wrote:
SO THATS A NO... NO MAS HOLDS..?..... EVEN A EVEN 300 WOULD WORK. i'M ASKING NICELY B4 YOU MAKE UP YOUR MIND.


It's not up to me. I don't care either way, I can
easily mod the handful of scripts that use 255
as a bounds check.

But changes like this should be well thought out.
If I can crank up the holds on a freighter to 300,
I can increase the cash per turn of that edit.

I'm just saying that even with only 255, you can
do quite a bit.


Sorry was not meant for you. Just jp
Since there is a addition of 10k sectors it only seems fair to at least make max holds 300 to 355..


Last edited by Raptor1886 on Tue Dec 21, 2010 3:20 am, edited 1 time in total.



Tue Dec 21, 2010 2:22 am
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Unread post Re: What about gridding?
All I'd consider, as with anything I'm proposing, is providing the option to use more holds, increasing the capacity of edited ships, but not stock ships. The limit of 255 is a field size limit, but with a bit of effort, it could probably be overcome.

That said, it's far from trivial. It's hard to comprehend what it's like working in a codebase from the early 90s that traces some of its roots back to 1986. You suggest 100K to 10 million sector maps as if it's just a matter of choice. There are many things to consider. In the case of holds, changing from a byte to a word field involves touching a LOT of code, and the chance of breaking something is pretty high.

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Tue Dec 21, 2010 3:02 am
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Unread post Re: What about gridding?
John Pritchett wrote:
That said, it's far from trivial. It's hard to comprehend what it's like working in a codebase from the early 90s that traces some of its roots back to 1986. You suggest 100K to 10 million sector maps as if it's just a matter of choice. There are many things to consider. In the case of holds, changing from a byte to a word field involves touching a LOT of code, and the chance of breaking something is pretty high.


LOL, actually I've done that. Things were designed
with byte fields because everything had to run in
the lower 640k. It wasn't until windows and virtual
memory that we got past that. I spent months
configuring QEMM to squeeze out that extra 30k
ram in the lower 640k.

Ugh. That was when memory mattered. Back when
CompSci wasn't just arguing over sorting algorithms,
when it actually mattered.

A 10m sector map isn't feasible. I think we all
know that. 30k is awesome, it would be nice to
have 60k if that's at all possible, but I don't know
what it would take to switch from a signed int to
an unsigned int, or whether it would cause huge
problems later on.

Do what you can do. If you can't do it, or it would
introduce too many bugs or take too much time,
then don't. Spend your time where it makes the
most difference.

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1. TWGS server @ twgs.navhaz.com
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3. Open IRC chat @ irc.freenode.net:6667 #twchan
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Tue Dec 21, 2010 3:19 am
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