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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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Re: Truce Mode
Parrothead wrote: Singularity wrote: Still can be torped tho. Perhaps easier, since it can take several swings to kill a group of figs. Torps/Mines are off.... @PRom Low OFF odds deal with ship to ship I agree that low offensive odds would deter the ship-to-ship, but it also deters alien capping and it seems that is a popular feature. W/o aliens it might work well and including limiting the attack wave to 20 or so would make it basically a ping attack. The fig surround issue that Sing noted would have to be dealt with, and that could be done by limiting non-DE fig deployment to 1 by the twgs. Coding might be simpler to just check something like: If ($truce = 1) and ($attacking_Trader = 1) setVar $attack_ship_Offensive 0.1 end I seriously doubt it would be that simple, but it would allow normal attack odds for aliens and sector figs.
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Thu Dec 16, 2010 2:36 am |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Truce Mode
There's really no need to get into implementation specifics. I'd rather just stick to the principles of what you'd like to see in a truce mode.
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Thu Dec 16, 2010 2:15 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Re: Truce Mode
Can't attack, kill, photon, hold someone in an IG, or invade?
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Thu Dec 16, 2010 2:59 pm |
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lewdpotato
Lieutenant J.G.
Joined: Sun Oct 28, 2001 2:00 am Posts: 347 Location: USA
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Re: Truce Mode
John Pritchett wrote: There's really no need to get into implementation specifics. I'd rather just stick to the principles of what you'd like to see in a truce mode. I like games that give you at least 1 month of truce. I think ship to ship combat should always be allowed. I like games that Take away photon's and e-probes for the truce period and mines. Make planets go l-4 no sooner than the last day of the truce. I like the no base attack rule during the truce. I like only one base for the truce period. yeah I know, its called a building game. bang them and they will come.
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Thu Dec 16, 2010 3:55 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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Re: Truce Mode
John Pritchett wrote: There's really no need to get into implementation specifics. I'd rather just stick to the principles of what you'd like to see in a truce mode. Ah, that was just to illustrate that the game could allow two different modes based on who/what is being attacked. The low offensive odds on attack has been used in some truces with success. Problems occur with aliens unless you have a mobile that can use its cannons to cripple them. If implementation was that easy, I might even be able to write a game, but it isn't.
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"A man who has no skills can be taught, a man who has no honor has nothing."
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Thu Dec 16, 2010 11:41 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Truce Mode
I was actually referring to earlier posts about using low combat odds vs other ways of inhibiting fights. Seems everyone agrees on the goal, but was bickering over how to implement it.
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Fri Dec 17, 2010 11:06 am |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: Truce Mode
Well I felt the low combat odds prevent invading and ship 2 ship.
Any other way would require some serious code i think so thats what I put up.
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Fri Dec 17, 2010 9:20 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3150 Location: USA
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Re: Truce Mode
I'm just saying don't worry about that. I'll do what I have to do to make it work the best I can.
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Fri Dec 17, 2010 9:22 pm |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: Truce Mode
The other way is to inhibit player vs player combat entirely as well as landing on non corp/personal owned planets whether the "owner" is in sector or not.
Low odd's makes the ridiculous gridding that goes on more expensive so I am in favor of that solution. I don't believe in "free" gridding...If you grid u must have a chance of to die. At UTW currently the truce games end up with peeps walled up behind huge piles of ore with enough grid to do whatever. Add Ore Whoring...(which should be removed from the game) and there is no combat and no gridding. No need to build No need to control Ports to buy fuel....All in All pretty lame. The few games I played there years ago resulted mostly in everyone quitting from boredom after the truce period.
For a short while the umlim's where interesting from a script war point of view as Unlim gridders were being developed and a few most lame strategies where developed to pod someone once in a great while afterwards.
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Fri Dec 17, 2010 9:34 pm |
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Helix
Ambassador
Joined: Wed Nov 12, 2008 8:57 am Posts: 3554 Location: Long Beach, CA
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Re: Truce Mode
John, There is really only one issue about truce games. How do you stop one player or corp from interfering with another during the truce period? So the question becomes what can be done to stop the interference regardless of how it is done? Flip the truce switch and get invulnerable players, ships, and planets (unaffected by anything anyone else can do) until truce's end. After truce's end, everything normal. Funny thing is that if you implemented it, the building games would use it too H
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Fri Dec 17, 2010 10:54 pm |
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Parrothead
Commander
Joined: Wed May 03, 2006 2:00 am Posts: 1722 Location: USA
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Re: Truce Mode
No there is no truce in Builder games except the base invasion part.
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Sat Dec 18, 2010 12:59 am |
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