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Prda2or
Chief Warrant Officer
Joined: Thu Feb 11, 2010 3:24 am Posts: 132 Location: Rolling Hills Estates, Ca.
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 Re: Planet moves
Cruncher wrote: Why not bar a player from a corp the moment their alighnment is opposite that of the CEO? That would stop mixed corps, but players would then just run mega corps, like we used to in the past. One red and one blue corp working as one "team". It's a bit more challenging to manage assets, but gets the "job" done. That, I could even go for... it would be more of a challenge for people to pull off. Now to another point... why do people think its "alright" or "cool" for Red's to have Ships equal to if not BETTER than Blue's in the game?... ANY edit that does that instantly throws the balance of the game out the window. When I was first learning the game in 1993, I was almost SURE that there was going to be a "detention" option for Red's if they were "caught" by a Blue doing a crime... and was kinda let down when I found out that the blue's dont really have any power to wield really. Reds can Rob and Steal, making MEGAMILLIONS... making it possible to buy WAYYY more fighters than Blues that are supposed to in effect "Police" the universe. And Blues can warp into FedSpace.. BIG DEAL, *Rolls Eyes*. Once upon a time Blues had better ships than the Reds... A Red could still fire a photon, but from a ship that was inferior to the ships they knew commissioned Blues were piloting. THAT was a part of the "balance" of the game to me. But NOW Reds can tool around the galaxy with the same ships Blues have, that throws the games balance off. Don't get me wrong though, I LIKE the fact that Reds can do what they do in tradewars (I can play a WICKED Red, lol) but with the advent of these new edits I have never seen anything that has "enhanced" the Blue characters play. It would be cool if it could be coded that if Reds can rob and steal then ONLY Blues could create planets with product and that ONLY Blues could warp a planet but at a slower rate than can be done currently to STOP Pdropping... but allow Blues to make better money. What I'm saying is that it should be a clear ADVANTAGE and DIS-ADVANTAGE to being RED or BLUE, then by a person's preference they can decide what path they want to pursue.
But in "todays" game, its almost a given that everybody wants to be Red to make the credits, buy the superior ships in the game and a GAZILLION fighters and GAME OVER. All the Blues can do in todays game is watch the Reds take over the universe.. thats why I'm so set on this "Leveling" idea of mine for Tradewars. I think things SHOULD be allowed to take place as they do in the game but only at certain exp levels. That way if you want to be a Red and rob and steal, you can only do certain crimes at certain levels WITH the possiblity of getting busted and losing exp like now, but way higher than 8 or 9 thousand exp like it currently is for a Red.
And Blues... its almost a joke to be a blue these days... I'd like to see Blues be able to FINE reds, and collect the credits for the fines they write. Like an ability for ports to "report" when they've been robbed to Blues.. but ONLY to blues of a certain exp rank and up. No "rookies"
This game can be way more enjoyable and it just needs a little more "Uhmph" than it has these days. Then people are wondering why the player base is dwindling..... its because there are games with GRAPHICS now... hello.. So there needs to be some "fresh" ideas coded into Tradewars the TEXT game. "Just my 100 dollars and 02. cents..... (adjusted for todays inflation )
_________________ Dont tell people this...... "WOW!, you were wonderful... 2nd Place is GREAT!" Because at some point they will start to realize that NO-ONE ever remembers who came in second and that 2nd place is actually the FIRST LOSER!!
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| Sun Feb 12, 2012 10:18 am |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planet moves
Prda2or wrote: Now to another point... why do people think its "alright" or "cool" for Red's to have Ships equal to if not BETTER than Blue's in the game?... ANY edit that does that instantly throws the balance of the game out the window. Indeed. The problem is illustrated in my awesome hand-drawn graph without labels. Red income vs. blue income over time. Keep in mind that this is daily income. If it were cumulative income, the red line would keep going up steeply and it would be much longer before the lines would cross. The area between the red and blue lines before they cross represents the credits red can spend hunting blue. If that amount exceeds a few tens of millions of credits, it's game over for the blues. Red can search the entire universe before blue's income catches up. And a few tens of millions is nothing in most games. The problem is that red income and blue income are both multiplied by the number of turns. Multiplying stretches the graph vertically, increasing the area between the red and blue lines. This is why even 1000 turns is insane with stock planets. With the default 250 turns, I think red still has the advantage but blue at least has a chance.
Attachments:
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| Sun Feb 12, 2012 11:01 am |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Planet moves
I think you said this, but I would like to reitate that modifying the planets to build quickly and/or produce more product can give blue an advantage much earlier in the game.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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| Sun Feb 12, 2012 1:33 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planet moves
Correct. Higher port regen, higher planet production, and shorter citadel construction times all favor blue. But if you change those stats too much, you run into something else I don't like: an obligation to join the game on day one and play your turns every day. If a perfect balance exists, it must be very delicate.
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| Sun Feb 12, 2012 1:50 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: Planet moves
There are so many settings that impact the relative strength between reds and blues. I think some of the suggestions here go beyond configuration and are really proposing a new game. I'm in favor of continuing to look at ways to allow gameops to find a balance that works well for them, but I don't want to change the game significantly, flaws or not.
Here are the settings that impact red/blue strength:
MegaRob toggle Steal from Buy Port Planetary Trade Offers Clear Busts Days Rob Factor Steal Factor
Using these settings, isn't it possible to turn the tables and give the advantage to blue?
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Sun Feb 12, 2012 2:21 pm |
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Prda2or
Chief Warrant Officer
Joined: Thu Feb 11, 2010 3:24 am Posts: 132 Location: Rolling Hills Estates, Ca.
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 Re: Planet moves
John Pritchett wrote: There are so many settings that impact the relative strength between reds and blues. I think some of the suggestions here go beyond configuration and are really proposing a new game. I'm in favor of continuing to look at ways to allow gameops to find a balance that works well for them, but I don't want to change the game significantly, flaws or not.
Here are the settings that impact red/blue strength:
MegaRob toggle Steal from Buy Port Planetary Trade Offers Clear Busts Days Rob Factor Steal Factor
Using these settings, isn't it possible to turn the tables and give the advantage to blue? Why YES... Yes it is, lol. I personally, am just looking for a BALANCED game, with no "advantage" given to either side Red or Blue. the Original game, before these "Edited" games was great. Heck even when they came out with the unlimited turns version, it was cool. I guess I just have a problem with the Reds having the MEGA-powerful ships in these edits. It takes the "honor" part of wanting to be a "Commissioned Officer"... I mean what good is it to be a Blue these days, after all you ARE given a Commission by the Galactic POLICE!
John, I'm sorry but the Blues need to have a "Power" of equal authority to the Reds stealing action. It used to be "Get a commision, and you get the ISS, and the ability to warp into FedSpace" and if you wanted to be an "Evil" you can rob and steal... you make the big bucks, but you can can't warp into FedSpace OR get the cooler ships". There was balance, so you to choose. But nowadays I'm in games where Reds are just RULING the galaxy... and honestly i'm starting to think about Tradewars the way i think about the old 45 rpm records.... They were COOL "in their day" but now that we have this new technology called the "MP3" who NEEDS vinyl... maybe a FEW oldschool "DJ's" but they even have newer technology to "spin records" now.
So in this analogy we the remaining Tradewars players are like the people that still listen to Vinyl records. (still playing this TEXT game) Some of us even have Cassettes, CD's and MP3's (Scripts, Helpers and Bots) and i do have an interest in seeing the game in a graphic format however, quite simply.. something has to change to make the game either balanced or more challenging for the respective sides or even a THIRD integral faction. Its crazy that we are playing a game called "Tradewars 2002", and its 2012... so without a FEW changes being made, i don't see how the game is going to survive. Just saying.....
_________________ Dont tell people this...... "WOW!, you were wonderful... 2nd Place is GREAT!" Because at some point they will start to realize that NO-ONE ever remembers who came in second and that 2nd place is actually the FIRST LOSER!!
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| Sun Feb 12, 2012 4:46 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Planet moves
Prda2or wrote: But nowadays I'm in games where Reds are just RULING the galaxy... [/color] The bottom line is that Reds can make way too much cash early in the game. You can change this by modifying the edit, but then everyone plays blue, because blue has the long term advantade.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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| Sun Feb 12, 2012 5:05 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: Planet moves
The purpose of this work is to keep an old, classic game alive. There are other plans for moving TW in new directions. For classic TW, I'm in favor of providing options to allow gameops to tweak the game to deal with trends in player tactics. But I don't want to turn THIS game into something else. All of the new tech is great, but it's also nice to have some perspective on what came before, and TW, and vinyl records, give us a window onto a different time.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Sun Feb 12, 2012 5:06 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planet moves
John Pritchett wrote: Here are the settings that impact red/blue strength:
MegaRob toggle Steal from Buy Port Planetary Trade Offers Clear Busts Days Rob Factor Steal Factor
Using these settings, isn't it possible to turn the tables and give the advantage to blue? Sure... turn off megarob and stealing from buy ports and there is no longer any reason at all to play red. I think that by tweaking the other settings, and balancing them with the number of turns, it is possible to achieve a fine balance (for a given corp size) where red has approximately a 50% chance of annihilating blue before blue's income takes off. The challenges are: 1) finding that delicate balance, and 2) finding players who are willing to play a game where going red isn't an automatic "I win" button. The second part might be the hardest.
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| Sun Feb 12, 2012 5:16 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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 Re: Planet moves
Forgive me for being ignorant..but I just have to put my $1.02 into this discussion.
Trade Wars has evolved to the point of corps vs corps these days. It is no longer reds vs blues. Mixed Corps and Megacorps are commonplace. I'm surprised discussions of who's better - reds or blues - still take place when really, the players themselves determine who wins a game, no matter what color they play.
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| Sun Feb 12, 2012 7:08 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planet moves
Many games don't have enough players to form corps. But I do take corp size into account when I try to balance an edit. Red income scales more with teamwork than blue income does. An edit balanced for 1 vs. 1 would not be balanced for 3 vs. 3. It would strongly favor red corps. And when I say red corps, I mean mixed corps of red cashers and blue furbers.
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| Sun Feb 12, 2012 7:34 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Planet moves
One fairly easy way to balance Red/Blue is with planet edits that favor blues, rob delay, high steal factor, mbbs off. Give the blue a 1 TPW ship and make the best red ship 3-4 TPW. One edit I created sets the ship TPW for blues lower than the red ships, and slightly better in other areas for the blues. The best ships blue and red were CEOs only - might have been "The Legacy Continues" edit.
The problem with rob delay is that a lot of reds will not play because it is frustrating. I don't know if you can change the amount of delay in V2.
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| Sun Feb 12, 2012 7:38 pm |
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: Planet moves
Promethius wrote: One fairly easy way to balance Red/Blue is with planet edits that favor blues, rob delay, high steal factor, mbbs off. Give the blue a 1 TPW ship and make the best red ship 3-4 TPW. One edit I created sets the ship TPW for blues lower than the red ships, and slightly better in other areas for the blues. The best ships blue and red were CEOs only - might have been "The Legacy Continues" edit.
The problem with rob delay is that a lot of reds will not play because it is frustrating. I don't know if you can change the amount of delay in V2. Yep this is from the Z menu option in T-Edit: Game Timing Editor: (Q to quit) [Q] : 4 This option controls how Rob/Steal delay works in TradeWars. By default, Rob/Steal delay is disabled. With the CONSTANT option, the Rob/Steal delay is specified in the "Crime Delay" setting. 0=NONE, 1=CONSTANT Default setting is NONE Enter delay mode (0 to 1) [0] : 1 When Crime Delay Mode is set to CONSTANT, this setting specifies the delay for robbing and stealing. Default setting is 2 ms Enter Delay Time in Milliseconds (2 to 5,000) [2,000] :
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| Sun Feb 12, 2012 7:42 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Planet moves
Thanks Toyman - that would make it very easy to set a delay without frustrating players. A delay equal to a SWATH/EP haggle would even things out a bit - just guessing maybe 1000-1250 ms. It would need to be played with to get it right. The red would still probably out cash using SST/SDT, but there needs to be some advantage to the red.
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/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Sun Feb 12, 2012 8:07 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Planet moves
Promethius wrote: The problem with rob delay is that a lot of reds will not play because it is frustrating. I don't know if you can change the amount of delay in V2. As JP noted in another thread, there is no point to rob delay in a turns game. It's mainly useful to adjust red vs. blue cashing in unlims. And to create suspense when you steal.
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| Sun Feb 12, 2012 9:51 pm |
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