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 Truce Mode 
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Unread post Truce Mode
Jp i have to say I *LOVE* that you have been making options for different ideas for people in this group...But my main concern is a TRUCE mode so that we sysops can make Newbie friendly edits With out the Use of Server Side Scripting...Will you be making any working towards this?

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Wed Dec 15, 2010 12:32 pm
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Unread post Re: Truce Mode
I am committed to adding truce mode rules. I just haven't gotten to it yet. I want to get it right and make sure it's as useful as possible, so it's not going to be a simple matter of adding a few lines of code. I'm expecting to probably add a special truce mode editor with a number of settings to configure truce mode. I've heard so many good ideas and I'd like to make it as flexible as possible. So I'm not quite sure what it'll be yet, but I am sure that I want to have it in v3. Once I get timings worked out, truce mode would probably be the next big chunk to add, and I expect it'll be about the same amount of work.

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Wed Dec 15, 2010 12:58 pm
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Unread post Re: Truce Mode
Thanks!

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Wed Dec 15, 2010 1:01 pm
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Unread post Re: Truce Mode
Mines and Torps Off....OFF odds to 0.2.....Sector Cannons off.

I think your over complicating a truce mode here.

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Wed Dec 15, 2010 1:09 pm
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Unread post Re: Truce Mode
Photons off, IGs don't work, unable to attack, unable
to land on planets you don't own.

I think that'd catch most everything. Am I missing
anything?

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Wed Dec 15, 2010 1:22 pm
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Unread post Re: Truce Mode
Unable to land is pretty much taken care of with Low OFF odds.
How can u invade a planet with 0.2 to 3.0 odds?

If I can then u deserve to lose the planet.

Low OFF odds make all that FREE gridding Expensive.
Low OFF odds make killing anyone all but impossible.

All the Extra code to make it IMPOSSIBLE will just make any Truce mode unlikely at this point.

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Wed Dec 15, 2010 1:25 pm
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Unread post Re: Truce Mode
Parrothead wrote:
Unable to land is pretty much taken care of with Low OFF odds.


What if it has no figs? Like if it's lv1.

Parrothead wrote:
Low OFF odds make all that FREE gridding Expensive.
Low OFF odds make killing anyone all but impossible.


Still can be torped tho. Perhaps easier,
since it can take several swings to kill
a group of figs.

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Wed Dec 15, 2010 1:36 pm
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Unread post Re: Truce Mode
A lot of truces have alien planets/ships to cap so setting the offensive odds to prevent an attack really isn't viable for those edits. Setting ptorps off, which can already be done, makes invading the alien worlds an issue when they have 2-3M figs in the sector.

A solution would be just to abort the attack on a non-alien during truce. Abort landing on anything but alien planets or those owned by the corp or set to personal.

Photons and IGs should not function against players until truce is over. Planet cannons regardless of Cit level should not function unless the low offensive odds are enacted. The cannons are sometimes used to cripple an alien enough so it can be capped. Of course killing the sector cannon stops a perfectly legal way of podding someone running a tag script during a truce.

Some of the common truce violations I hear:
Building a base in open space,
ship IGs,
pdrop,
ship-to-ship attack,
armid deployment,
nav/haz creation,
photoning,
> 1 fig in open space (also offensive deployment of 1 or more)
stealing a planet while someone colonizes (rare and almost funny)
port destruction (with a player on it or during their steal run)

Note also that it is only a truce violation if it is against that particular server's rules for truces. Some have allowed armids and open space base development. Tag scripts are sometimes considered a truce violation since they can be used to impede ppt scripts.

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Wed Dec 15, 2010 10:03 pm
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Unread post Re: Truce Mode
I'm still going with the idea that it's a bit complicated and might take a little bit of design to do right. What I see is that there are several good sites where truce modes are implemented and they're not all the same. I'd like to look at how everyone is doing it and make sure there's some flexibility because everyone has their own opinion about these things.

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Wed Dec 15, 2010 11:17 pm
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Unread post Re: Truce Mode
Navhaz is only a problem if you have low shields, and
stopping that means stopping planet development. Mines
too.

Bases are only a problem if they have a cannon or IG,
or a ton of figs. Pdrop too.

So if you disabled ptorps, made cannons not fire, made
it so that you could pass over enemy figs unless you
chose to attack them (like all figs behave like toll
figs, except the toll is free), unable to power up, no
IGs, and unable to land on planets you don't own.

Would that work?

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Wed Dec 15, 2010 11:35 pm
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Unread post Re: Truce Mode
Singularity wrote:
Navhaz is only a problem if you have low shields, and
stopping that means stopping planet development. Mines
too.

Bases are only a problem if they have a cannon or IG,
or a ton of figs. Pdrop too.

So if you disabled ptorps, made cannons not fire, made
it so that you could pass over enemy figs unless you
chose to attack them (like all figs behave like toll
figs, except the toll is free), unable to power up, no
IGs, and unable to land on planets you don't own.

Would that work?


On the navhaz, I see new players ewarping to terra to colo - player put a navhaz of 50% or more and laff. Yes, it is something they shouldn't do on the ewarp colonizing - limps get dropped also.

Disabling sector cannons, and IGs (ship and planet) that are directed at players would eliminate some major issues. Still need to prevent player ship-to-ship and planet invasions.

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Wed Dec 15, 2010 11:53 pm
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Unread post Re: Truce Mode
Promethius wrote:
On the navhaz, I see new players ewarping to terra to colo - player put a navhaz of 50% or more and laff. Yes, it is something they shouldn't do on the ewarp colonizing - limps get dropped also.


Yeh, but IMO something there needs to teach ppl
how to play. A truce mode should mean that people
can't be hyper-aggressive, but it shouldn't molly
coddle people into a moronic stupor, either.

Maybe disable armid explosions and limp stickiness,
too. But honestly, leave the haz. If people are going
to sandpaper themselves into ewarp colo oblivion,
they get what they deserve.

Promethius wrote:
Disabling sector cannons, and IGs (ship and planet) that are directed at players would eliminate some major issues. Still need to prevent player ship-to-ship and planet invasions.


Well like I said, make sure people can't land on a
planet they don't own, and disable attacks. Then
ship to ship and planet invasions aren't an issue.

There are always going to be little ways to bend the
rules in a truce. But if you take out the bulk of the
aggressiveness, then just expect players to learn
how to play, I think that would fix most of them.

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Thu Dec 16, 2010 12:02 am
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Unread post Re: Truce Mode
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

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Thu Dec 16, 2010 12:04 am
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Unread post Re: Truce Mode
Eliminating debris in all fed space sectors and major space lanes shouldn't be a problem. There's no debris shows up at the stardock when planets are destroyed and players are killed, so it's evident that it can be done.


Thu Dec 16, 2010 12:06 am
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Unread post Re: Truce Mode
Parrothead wrote:
Torps/Mines are off....


Nod. Provided that torps are off, yes. But that
has to be explicitly defined. Low odds alone
will not do that.

Still have to deal with IGs and cannons, too.

Edit: Low offensive odds also don't protect against
someone ship dropping in and surrounding you in
figs.

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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.

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Thu Dec 16, 2010 12:21 am
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