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 Challenge questions in the game 
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Gameop
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Unread post Re: Challenge questions in the game
LOL.

Wait, was that funny?

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Thu Sep 01, 2011 6:27 pm
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Unread post Re: Challenge questions in the game
T0yman wrote:
It is not fully implemented, it is only to show how annoying it can be, err sample of questions. Once done if you answer wrong you get to answer correctly before continuing. I know with a 50/50 chance it might take some TW players 4 or 5 tries :lol: but a few might get it right the first time.


How many tries did it take you, 4 or 5 tries to get it right?


Thu Sep 01, 2011 7:45 pm
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Unread post Re: Challenge questions in the game
Big D wrote:
How many tries did it take you, 4 or 5 tries to get it right?

It only let me guess once :D

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Thu Sep 01, 2011 7:54 pm
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Unread post Re: Challenge questions in the game
Singularity wrote:
John Pritchett wrote:
Do any of you see a problem with that attitude? If you can break it you should? It's no wonder this is a dead community. Who wants to play with you guys? Sheesh. Why can't you leave others to their own games? And why do you even care? I just don't get it.


Because I'm a man that enjoys a challenge. The harder it is, the more I enjoy it. This one could be fun.


Exactly on the why of trying, but using it to mess with a group of people that don't use scripts - nah.

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Fri Sep 02, 2011 12:22 am
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Gameop
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Unread post Re: Challenge questions in the game
Could a possible option for this be that if a person gets a question or 2, or 3 wrong, it slows their connection down to 2400 or 1200 BPS, and lets them continue playing until they start getting questions right at next login?

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Fri Sep 02, 2011 2:47 am
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Unread post Re: Challenge questions in the game
Big D wrote:
I don't read all your posts, and you didn't direct us to a specific post where you said anything about that. Excuse me for thinking you expected the game to get you to the dock safely since you were complaining about that also.

The post he is refering to is in this same thread.

Big D wrote:
Also, this is a moderated discussion forum, so the cursing really isn't called for.

This forum automatically removes curse words, so aparently that isn't considered one.

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Fri Sep 02, 2011 10:25 am
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Unread post Re: Challenge questions in the game
Master Blaster wrote:
Ok, I went into the Sandbox game. It asked me if Ice was hot or cold. I answered hot and it let me right in....


Ice9 is one hot TWGS, so maybe it was a trick question :D

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Fri Sep 02, 2011 12:52 pm
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Unread post Re: Challenge questions in the game
I haven't actually seen a challenge question yet. But I think I encountered one while running a ZTM script with my incoming text display turned off. The script hung, and when I killed it, I found myself in a different sector, sitting in an escape pod. The game log said I was destroyed by enemy fighters. :|

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Fri Sep 02, 2011 1:55 pm
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Unread post Re: Challenge questions in the game
Yea wasn't that fun.... :lol:

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Fri Sep 02, 2011 1:57 pm
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Unread post Re: Challenge questions in the game
Now that is what I call balancing a game .. scripters in pods and at key players in merchant cruisers .. lol

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Fri Sep 02, 2011 9:35 pm
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Unread post Re: Challenge questions in the game
Vid Kid wrote:
Now that is what I call balancing a game .. scripters in pods and at key players in merchant cruisers .. lol


It looks like we'll have to make the pod pretty good then:

MASSIVE ESCORT POD

255 holds - 200k figs - IG - 16k shields - twarp - halo scanner - planet scanner - 8:1 offensive odds - 8:1 defensive odds - 50 hop xport range - 20 gtorps - 20 dets - 10 torps - 255 armids - 255 limpets - 40 mine disrupters - 100 eprobes.

Now that's an escape pod Space Ghost would be proud of.


Fri Sep 02, 2011 9:46 pm
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Unread post Re: Challenge questions in the game
John Pritchett wrote:
Do any of you see a problem with that attitude?

Considering EIS consist primarily of scripter’s (seems to me to be the ones you keep addressing and asking for help from) I’m not seeing the problem from our end. Do you see the Irony?
John Pritchett wrote:
If you can break it you should?

Only if you force it on us I would. Like the neat bugs you keep creating, I’m not going to help fix them when I can use them to our advantage.
John Pritchett wrote:
It's no wonder this is a dead community. Who wants to play with you guys?

I don’t find it to difficult to walk into a game, find a noob and teach them how to use the scripts, must be just me.
John Pritchett wrote:
Sheesh. Why can't you leave others to their own games?

I would be interested in knowing who here at EIS is not leaving noobs alone. Base on all the “PLEASE come test this” and “Why doesn’t anyone show up to these old school bangs” statements I have been seeing, makes me think we are leaving them alone…all alone…heh
John Pritchett wrote:
And why do you even care? I just don't get it.

Because you keep babbling on about this stuff. but really I don't think that I do till it's implemented.

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Fri Sep 02, 2011 10:24 pm
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Unread post Re: Challenge questions in the game
I think this and the hybrid delay mode you were discussing are the right thing to do with the future of this game, JP. You are right to be searching for a way to encourage players who aren't programmers and IT professionals to play, and to make the game playable for n00bs.

People are just resistant to change.


Tue Sep 06, 2011 12:09 am
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Unread post Re: Challenge questions in the game
I say this and Helix has just posted a fresh bang in which scripting is prohibited, and it made me realize, I would not want to play such a game. Colonizing and cashing, my two most common TW activities, would incredibly tedious without the use of automation.

I don't think you were proposing that you wanted to do away with ALL script use, though.


Tue Sep 06, 2011 12:20 am
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Unread post Re: Challenge questions in the game
Thorindude wrote:
I say this and Helix has just posted a fresh bang in which scripting is prohibited, and it made me realize, I would not want to play such a game. Colonizing and cashing, my two most common TW activities, would incredibly tedious without the use of automation.

I don't think you were proposing that you wanted to do away with ALL script use, though.


There are a lot of activities that scripts help out with that are of the non-PvP type. There are scripts that datamine that indirectly support PvP/invasions, cashing, and anything you might want to know. As a guess, people who do not want scripts are generally talking about:
Planet dropping (direct or adjacent)
Photoning (twarp, planet warp, density)
Hunter (hit a fig and it warps either direct or adjacent)
Cit killers
Invasion
....
and the list goes on, but it is generally attacking someone. Thing is the forbidden/allowed list is up to the sysOp, and I would take "no scripts" to mean just that - no TWX, REXX, or even SWATH's internal scripts allowed.

Does the elimination of combat scripts even out things? Maybe, maybe not - I can't type as fast as a lot of people on a good day, and on a bad day....., but my computer and scripts can keep up.

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Tue Sep 06, 2011 1:09 am
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