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Decker
Gunnery Sergeant
Joined: Mon Mar 12, 2007 3:40 am Posts: 25 Location: North American Union
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Enhanced limpets - the sequel
not sure if this has been brought up, but i wonder if it would be possible to have an additional command to list active limps only --and list deployed mines seperately.
Also. An increase on the number of deployed mines, say 250 to 65000, would be amazing. This seems appropiate simce one could deploy millions of Fighters.
Thanks
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Thu Dec 23, 2010 12:32 pm |
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booger
Lieutenant Commander
Joined: Sat Feb 27, 2010 7:59 pm Posts: 782
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Re: Enhanced limpets - the sequel
Decker wrote: i wonder if it would be possible to have an additional command to list active limps only
i also would love to see this.
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Thu Dec 23, 2010 1:05 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: Enhanced limpets - the sequel
It has been suggested, and I like the idea. As long as I can do it in a way that doesn't disrupt helpers, etc. I will be looking into it.
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Thu Dec 23, 2010 2:35 pm |
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Muss
Veteran Op
Joined: Mon Jun 16, 2003 2:00 am Posts: 639 Location: USA
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Re: Enhanced limpets - the sequel
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Thu Dec 23, 2010 4:04 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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Re: Enhanced limpets - the sequel
It would be a nice feature, but a few words of advice. This would make limpet tracker scripts that feed data to adjacent ptorps and adjacent pdrops much more powerful.
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Thu Dec 23, 2010 4:43 pm |
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Muss
Veteran Op
Joined: Mon Jun 16, 2003 2:00 am Posts: 639 Location: USA
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Re: Enhanced limpets - the sequel
no difference than having a lite limpet grid
tons better for us with 250 pings.. it sucks watching the screen roll through deployed limp list for 5 mins.
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Thu Dec 23, 2010 5:49 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: Enhanced limpets - the sequel
Ok, well, that's something we'll keep in mind. But I'm not very comfortable in general with actions being paced this way, since the time it takes to generate the list is not game-defined, but defined by external factors that are beyond the game's control and may vary from player to player. It's just better to establish a static, consistent pace for situations like that.
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Thu Dec 23, 2010 8:33 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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Re: Enhanced limpets - the sequel
Muss wrote: no difference than having a lite limpet grid
tons better for us with 250 pings.. it sucks watching the screen roll through deployed limp list for 5 mins. Yes, you are right, but with a lite limpet grid the chances are very small that someone will pick up one of my limpets. With a 30% limpet grid, it's pretty much guaranteed that someone will be carrying one of my limpets very quickly, and when they do pick one up, I'll be adjacent to their next move firing photons before they are if they are scanning.
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Thu Dec 23, 2010 8:52 pm |
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the reverend
Gameop
Joined: Thu Mar 08, 2001 3:00 am Posts: 886 Location: USA
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Re: Enhanced limpets - the sequel
how about a setting that limits the number of limpets that can be placed in a sector? currently the limit is 255, but maybe it would be appropriate to only allow 5 per sector, since the proposal is to force players to clean them at a special port. cleaning 255 limpets has a large strategy impact. i know you're thinking of making them more expensive - to force players to use them more sparingly, but why not just limit the number they can deploy? another idea - you could limit the total number a corp can track - so say for example that any given corp or player can only have 100 limpets in play - total. that would cut down on frivolous limpet deployments.
edit - also if you make limpets expensive to clean, then you impact the selling of your ship - because when you sell your ship it reduces the ship value for attached limpets. so you could get into a scenario where you have to pay the shipyard to take your ship if your ship value is 50k, but it costs 100k to remove the limpet.
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Thu Dec 23, 2010 11:34 pm |
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HiTechRedneck
Chief Warrant Officer
Joined: Sat Jun 05, 2010 2:05 pm Posts: 152 Location: Indiana (blah)
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Re: Enhanced limpets - the sequel
the reverend wrote: edit - also if you make limpets expensive to clean, then you impact the selling of your ship - because when you sell your ship it reduces the ship value for attached limpets. so you could get into a scenario where you have to pay the shipyard to take your ship if your ship value is 50k, but it costs 100k to remove the limpet. So what's wrong with that??? I've had my share of vehicles that I had to pay a junkyard to take... Could have saved myself $35 a few times if I had just dumped the truck on the side of the road and walked away... Maybe if your ship is has ported or landed too many times it should cost you to get rid of it at dock...
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Thu Dec 23, 2010 11:47 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1837 Location: Guam USA
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Re: Enhanced limpets - the sequel
or if its worth your time , carbo it and leave it to be found by others
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Thu Dec 23, 2010 11:50 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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Re: Enhanced limpets - the sequel
Muss wrote: no difference than having a lite limpet grid
tons better for us with 250 pings.. it sucks watching the screen roll through deployed limp list for 5 mins. Wouldn't matter if I have a 100 ping, it gives information that I seldom need except for data purposes - how many sectors I have limpets in, and for gridding jump points. The active limpet information would give me information I could use quickly. I don't know how it gets the active, but it would appear that it would put less of a load on a server than compiling a list of 5,000+ sectors with limpets deployed.
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Fri Dec 24, 2010 2:58 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: Enhanced limpets - the sequel
I definitely agree that the display is inefficient as used. Seems like deployed and active really should have been separate displays.
As far as limpet clearing costs, if a ship could carry up to 1 Limpet per player and Corp, that doesn't necessarily need to mean that you'd pay X credits per Limpet to have them removed. The cleaning cost could be per cleaning rather than per Limpet, or perhaps a less steep cost curve for cleaning multiple Limpets.
I like the idea in principle of limiting active Limpets, but I'm sure it could be abused. Just run ships through someone's Limpets, then park them with an active Limpet. It forces the owner to go out and destroy the ship to free up more Limpets.
As far as cleaning Limpets if they were made more sticky, the suggestion was made to allow Mine Disruptors to effect Limpets as well as Armids. And if the effect of the Disruptor is greater for a larger load of Limpets, there'd be some disincentive to having massive loads of Limpets in a sector. Smaller groupings would be more effective and cost more to clear with Disruptors. So Limpets would work more like they're intended to work, a stealth item that effects those who aren't careful, allowing them to be tracked. But they wouldn't become a huge inconvenience to clear from sectors once you know they're there. Then it would just be a matter of balancing the effectiveness of Disruptors when used against Limpets against the cost of Disruptors and Limpets, and also the cost of clearing Limpets, and how that cost changes with the number of Limpets on a ship.
I also think the number of Limpets you pick up would impact how likely it is you'll know about it. I doubt any ship could be flying around with 20 different Limpets sticking to the hull without the captain knowing about it. One is subtle, 20 is an infestation.
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Fri Dec 24, 2010 4:24 pm |
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Muss
Veteran Op
Joined: Mon Jun 16, 2003 2:00 am Posts: 639 Location: USA
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Re: Enhanced limpets - the sequel
John Pritchett wrote: I like the idea in principle of limiting active Limpets, but I'm sure it could be abused. Just run ships through someone's Limpets, then park them with an active Limpet. It forces the owner to go out and destroy the ship to free up more Limpets. Right.. and when you cant get to those ships (because they are behind a well fortified door) I guess your limpet use for the game just ran out.
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Fri Dec 24, 2010 5:48 pm |
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the reverend
Gameop
Joined: Thu Mar 08, 2001 3:00 am Posts: 886 Location: USA
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Re: Enhanced limpets - the sequel
John Pritchett wrote: I like the idea in principle of limiting active Limpets, but I'm sure it could be abused. Just run ships through someone's Limpets, then park them with an active Limpet. It forces the owner to go out and destroy the ship to free up more Limpets. i may have stated it poorly, but i wasn't suggesting limiting the number of active "attached" limpets - i was suggesting that the game could limit the total number that any entity could have deployed out in space. so for example, any given player or corp could be limited to deploying only 100 limpets total, so they would have to choose wisely where they would deploy their limpets because a 6 man team could only deploy 100 corp limpets and 600 player limpets.
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Fri Dec 24, 2010 8:40 pm |
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