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 What about gridding? 
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Unread post Re: What about gridding?
Well then you wont be able to move at all...set voids or anything else.
Except express warp once then die from a shipdrop from the guy who came in 6 hours before at bang.
OR Are we back to single node playing?

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Sat Dec 11, 2010 11:22 am
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Unread post Re: What about gridding?
Parrothead wrote:
Well then you wont be able to move at all...set voids or anything else.
Except express warp once then die from a shipdrop from the guy who came in 6 hours before at bang.
OR Are we back to single node playing?


Exactly. You won't be able to move at all unless
you do in-game ewarping or scan, get the sector,
and move. That's why I said it presents a massive
advantage to scripters.

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Sat Dec 11, 2010 11:28 am
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Unread post Re: What about gridding?
So, why do you need to avoid a sector you've never been to? Maybe I'm just being very green here, but don't you need to have had some experience with a sector before you know there's a reason to avoid it?

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Sat Dec 11, 2010 11:51 am
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Unread post Re: What about gridding?
TW is a TEAM game. Why would you assume that information comes only from in game.

Anyway the idea of information denial just limits entry into the game to the first few minutes anyway so its not workable. First guy ingame can ewarp and lay figs at will. Everyone else would die quickly.

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Sat Dec 11, 2010 11:57 am
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Unread post Re: What about gridding?
John Pritchett wrote:
So, why do you need to avoid a sector you've never been to? Maybe I'm just being very green here, but don't you need to have had some experience with a sector before you know there's a reason to avoid it?


ROTFLOL. So you don't hit the big enemy base,
or a wall of enemy planets, or something that
a corpie has ran into. Or that guy sitting next to
dock w/ an IG on catching and killing people, or
sitting out a few running a torper... avoid that guy
too.

If the world was just solo players, eh, maybe. But
in corp play, you usually try to avoid things your
corpies have ran into. See that mountain of 2m
figs just waiting to ensnare you? Go around that
sector.

If you remove avoids, I'll be putting out a lot more
traps knowing nobody can avoid them until they've
visited the sector (and gotten hit by it at least once).

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Sat Dec 11, 2010 12:00 pm
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Unread post Re: What about gridding?
Parrothead wrote:
TW is a TEAM game. Why would you assume that information comes only from in game.


Yep

Parrothead wrote:
Anyway the idea of information denial just limits entry into the game to the first few minutes anyway so its not workable. First guy ingame can ewarp and lay figs at will. Everyone else would die quickly.


Yep yep

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Sat Dec 11, 2010 12:00 pm
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Unread post Re: What about gridding?
Glad I could amuse ;)

I understand what you're saying, but let's have a bit of creativity here. Why can't you just automatically know what your Corp knows? See, you guys play this game as if what you do is the only way to do it. It' very silly how so much of what you do as part of the game is outside of the game. Take, for example, port pair trading. External scripts are fine, but if that was internalized, it could be WAY more efficient. If there are things that are part of the game, why not look at ways of making it PART of the game and maybe gain a bit more control over balance, provide more options, etc.

It seems like all you're saying is there needs to be ways to know information that the game doesn't provide you. I don't agree with that. Maybe you could get secret insider info about a sector from a backstabbing player and you'd like to be able to use that info in your game. Ok. But if it's part of the game, make the game aware of it. Allow a player to pass info to a player through the game. Why not? If I want to give you details on sector X, I can give you details on sector X. The only thing I'm suggesting is that if it's done through the game, the game can account for it and not just expose every bit of data to everyone at the start.

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Sat Dec 11, 2010 12:19 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
So, why do you need to avoid a sector you've never been to? Maybe I'm just being very green here, but don't you need to have had some experience with a sector before you know there's a reason to avoid it?


Log into a game into a game against me and run from 1 to dock in a game where you can't set the avoid. You will either be flipped or SD depending on how long I have been going and what I feel like doing.

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Sat Dec 11, 2010 12:23 pm
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Unread post Re: What about gridding?
What do I avoid?

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Sat Dec 11, 2010 12:24 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
What do I avoid?


A common tactic is to drop figs/mines into the direct path to dock from terra. so you set an avoid on that gate to dock and use a different gate. or avoid all the 2 way warps to dock and use the backdoor

H

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Sat Dec 11, 2010 12:28 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
What do I avoid?


The first warp into dock. If you plot from 1 to SD,
which would actually be impossible if you made the
CF plots blanked, you can then avoid the first warp
in and go around a blockade.

Otherwise, someone just goes first, drops some figs
or mines in the first sector, and watches u go boom.

Each sector becomes a first-come first-serve thing.

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1. TWGS server @ twgs.navhaz.com
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3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

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Sat Dec 11, 2010 12:29 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
Glad I could amuse ;)

I understand what you're saying, but let's have a bit of creativity here. Why can't you just automatically know what your Corp knows? See, you guys play this game as if what you do is the only way to do it. It' very silly how so much of what you do as part of the game is outside of the game. Take, for example, port pair trading. External scripts are fine, but if that was internalized, it could be WAY more efficient. If there are things that are part of the game, why not look at ways of making it PART of the game and maybe gain a bit more control over balance, provide more options, etc.

It seems like all you're saying is there needs to be ways to know information that the game doesn't provide you. I don't agree with that. Maybe you could get secret insider info about a sector from a backstabbing player and you'd like to be able to use that info in your game. Ok. But if it's part of the game, make the game aware of it. Allow a player to pass info to a player through the game. Why not? If I want to give you details on sector X, I can give you details on sector X. The only thing I'm suggesting is that if it's done through the game, the game can account for it and not just expose every bit of data to everyone at the start.


A lot of us would not be playing except for the challenge of the scripts. A game-in-a-box keeps my interest at most for a couple of months. A game where the players can adapt on their own, and come up with new ways of doing things keeps people interested. What fun is "pt**" and know you automatically get the best result? It would be interesting to see the number of game titles that TW players have gone through while coming back to play TW.

Also remember while this is a "team" game, you have a fairly large solo base, and most new players and returning players come back in as solo.

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Sat Dec 11, 2010 12:30 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
Glad I could amuse ;)

I understand what you're saying, but let's have a bit of creativity here. Why can't you just automatically know what your Corp knows?


I suppose you can have the game give you cim data on what your corp explored as well as what I did personally. But that is a different subject.

But removing warp path information makes the game unplayable as I need the game to warp me.
I cant macro the move. Therefore I die. No way to prevent this. I would need to enter a sector to get the warps. Therefore the second i went thru a oneway I cant move or retreat and either get direct dropped if I dont macro the hit or adjacent shipdropped...foton/and or killed. 2 ways are not much better but id be able to < back in my macro.

Frustration level would drive players from the game in less than a minute.

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Sat Dec 11, 2010 12:54 pm
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Unread post Re: What about gridding?
John Pritchett wrote:
What do I avoid?


I use avoids to find the Back door...As stardock is listed in the V screen i plot course FROM Stardock TO TERRA and avoid the surrounding sectors of Stardock.Once i have all 6 avoided i can plot a course TO stardock FROM terra and it will use the Back Door AKA the One way into Stardock.This avoids most Blockades set up that early in the game. With out course plotting and Avoids this couldnt be done.

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Sat Dec 11, 2010 1:07 pm
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Unread post Re: What about gridding?
Right. With course plots you can see where you're
going before you get there. Otherwise, you can't,
and you have no way of knowing what's in the
way. With avoids you can prevent going where you
don't want to, without that, you have no way to
alter the course you're traveling and can end up
somewhere you don't want to be.

Both allow you to control where you go. That's an
important part of being able to move.

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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 Dec 11, 2010 1:12 pm
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