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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Challenge
Over the years there's been lots of finger pointing and blaming going on. Yes... I was a big part of that as well, but let's face it, when this game was very popular back in the '90's it's because there was nothing else like it.
We're older now, jobs and family obligations take the place of gaming time. Even older still, empty nesters are coming back to the game... slowly, and because of changes that were made to preserve the classic style game, they can enjoy the game again.
Returning (?) players of note: Monday, the CEO of Team Fament is back playing. He did ask for and get a demonstration of a team SDT script... he's back playing "old school" in a classic game. We hooked him up with TWX and Mombot, so we'll see...
hELLCAT, I don't know if he's visited a game yet recently, but he did leave me a message on FB. heh
These old "die-hards" are poking around, maybe returning... but, one thing's for certain, they aren't #SD# within 30 seconds of entering a game.
As for JP, I wish him well. Sounds like he's having a riot on his new project.
Once you've played TW, it's always with you. On that I think we can all agree.
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Sun Aug 23, 2015 9:43 pm |
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Simulatio
1st Sergeant
Joined: Thu Mar 26, 2015 7:56 am Posts: 42
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 Re: Challenge
A lot of the opinions and debates made over the years have proven to be really interesting and informative. One of the first things I see is a strong connection to the game. People don't usually care this passionately about more than a handful of things. I am traditionally optimistic, but this seems like a good thing. Is the game thriving? Nah, but is that what we really want? If so, what are we actually doing about it? The game is good, and no tweak or setting change is going to suddenly appeal to the next generation.
Be an activist or passive player, don't matter to me. If we want this game to grow, support where/how we can. If we're happy where it is, that's cool too. As long as there are players, the server will run.
_________________ -Matt
What you leave behind is not what is engraved in stone monuments, but what is woven into the lives of others. -Pericles
You can find my server at 166.62.32.246:23. Look forward to seeing you there!
(Still trying to get the domain name working right, but the IP address is solid!)
Always looking for feedback and improvement! Send me a PM with comments/suggestions, please!
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| Sun Sep 13, 2015 7:27 pm |
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iofhua
Staff Sergeant
Joined: Fri Sep 11, 2015 6:37 pm Posts: 10
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 Re: Challenge
I liked the idea of making fedspace bigger. Making it 500 or 1000 sectors big means it would take an incredible effort to blockade it with fighters, which is something I see happen in the few online games I've played on.
I think it should be harder than blockading 10 sectors to cinch the game. Especially in a game with 10,000 sectors or more. In games like this a corp can already reach the point where they have pretty much won and over 90% of the universe is still unexplored and empty.
Yes I know you can't blockade the path to the stardock, but it's about one corp being able to colonize efficiently and everyone else having to go 10 or 20 sectors around. No one else can catch up with that corp at that point.
Which is why I would love to see the option to change fedspace size in rebangs. Make it big enough and the strategy changes from winning by blockading to winning by scouting out the enemy base, which IMO is how tradewars should be.
I know this is an old thread, but I just wanted to toss in my two cents.
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| Mon Sep 14, 2015 7:03 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: Challenge
iofhua wrote: Yes I know you can't blockade the path to the stardock, but it's about one corp being able to colonize efficiently and everyone else having to go 10 or 20 sectors around. No one else can catch up with that corp at that point. No you can't, but you can sit there with your interdictor on!
_________________ 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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| Mon Sep 14, 2015 9:19 am |
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Kaus
Gameop
Joined: Tue Nov 19, 2002 3:00 am Posts: 1050 Location: USA
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 Re: Challenge
That bot backend JP was working on would have done all the above and then some but it never got legs and therefor never was made available past alpha. With JP's server pretty much caputs atm since having decided to focus 100% on RL we can't even work towards making the previous suggestions. Bummer Because I'm prolly not coming back/even if I am no harm here are my partial BotLink scripts not finished due to server drop and lack of integration options he was going to add previous to his departure in 2012. #FOSS You shall not pass (Fedspace restriction backend/Front end for forced truces and fedex expansion) Code: #You SHALL not pass #O Knights of Ni, we have brought you your shrubbery. May we go now?
:start Send "Drop target*" Waitfor ">" Setdelaytrigger delay :delayed 500 pause
:delayed send "find online players*" :newtext Killalltriggers Settextlinetrigger none :start "None" Settextlinetrigger blank :blank pause
:blank setvar $line CURRENTLINE isNumber $tmp $line If ($tmp = FALSE) goto :newtext end
Send "use user " $tmp " as target*"
:watcher Send "view target*" SetTextlineTrigger watch :watch "Sector =" pause
:watch getword CURRENTLINE $currentSec 3 setVar $idx 1 While ($idx <= 10) If ($currentSec = $idx) goto :watcher else add $idx 1 end end
send "exec target.move(1)*" halt
#FOSS Borg (Player vs. Comp front end, mission based everyone vs. the bot-link backend *Borg*) Code: #We Are Borg Kaus/2012 #Revisions changes @ Bottom of the script #-- BugTracker: #-- Next Todo: Basic Code # #TestVar's SetVar $ExpansionDelay 1
#---Setup Send "Drop All*" getrnd $Origin 1 10000 getrnd $Date 7 31 getrnd $Time 1 12 #getrnd $ExpansionDelay 60 180
#---Variables #SetVar $ED ($ExpansionDelay * 60000) SetVar $ED ($ExpansionDelay * 3000)
#---Check #Check above variables to see if they should start
#---Start Send "use sector " $Origin " as TarSec*" Send "exec game.postevent({Fr+}!!!Warning -- Federation Perimeter Defenses Have Gone Offline -- Warning!!!)*" Send "exec game.postevent({k}. )*" Send "exec game.postevent({w+}Tactical report's show a wormhole opening in sec...t.o .r.. /System Error)*" Send "exec game.postevent({k}. )*" Send "exec game.postevent({w} --------------------Incoming message on all subspace channels----------------)*" Send "exec game.postevent({k}. )*" Send "exec game.postevent({r+}We are the Borg. Lower your shields and surrender your ships. We will add your) *" Send "exec game.postevent({r+}biological and technological distinctiveness to our own. Your culture will adapt to service us.) *" Send "exec game.postevent({k} .{r+}You Will Be Assimilated{k-}.) *" Send "set TarSec.Nebulae=" #34 "Borg Space" #34 "*" Send "set TarSec.Beacon=" #34 "The Invasion Has Begun" #34 "*"
#---Delay for expansion SetDelaytrigger Delay :Delay 1000 pause
:Delay Send "view TarSec*" Waitfor "ArmidMines"
:Next Killalltriggers SetTextlineTrigger WarpCount :wc "WarpCount = " SetTextlineTrigger Warps :warps "Warps = (" Pause
:wc getWord CURRENTLINE $WC 3 goto :Next
:warps SetVar $line CURRENTLINE SetVar $idx 0 While ($idx <> $WC) Add $idx 1 Add $cnt 1 Getword $line $NextTar[$idx] (2+$idx) Striptext $NextTar[$idx] "," Striptext $NextTar[$idx] "(" Striptext $NextTar[$idx] ")" end
#---Expansion :Loopt SetDelayTrigger Delay1 :Delay1 $ED pause
:Delay1 While ($WC >= 1) Send "Drop NextTar*" Send "use sector " $NextTar[$WC] " as NextTar*" Send "set NextTar.Nebulae=" #34 "Borg Space" #34 "*" Subtract $WC 1 goto :Loopt end
Halt
#-----------------------------------------------------------Revisions and 2do---------------------------------------------------- #Intentions - Borg Backend # - Invasion via Nebula, Incrimential Ships, Intelligent Aliens, Interactive gameplay # - Borg invaded worlds, BorgQueen, Borg Cube, Borg Scout, Borg Sphere, Unimatrix 1 # - Takes normal game and morph's slowly into Star Trek version, STORYLINE/INTERACTIVE ##
Enjoy
_________________ Dark Dominion TWGS Telnet://twgs.darkworlds.org:23 ICQ#31380757, -=English 101 pwns me=- "This one claims to have been playing since 1993 and didn't know upgrading a port would raise his alignment."
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| Wed Sep 16, 2015 11:21 am |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: Challenge
Fed >10 +SD would unbalance the game.
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| Sat Sep 26, 2015 1:23 pm |
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Simulatio
1st Sergeant
Joined: Thu Mar 26, 2015 7:56 am Posts: 42
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 Re: Challenge
How so, and toward what?
_________________ -Matt
What you leave behind is not what is engraved in stone monuments, but what is woven into the lives of others. -Pericles
You can find my server at 166.62.32.246:23. Look forward to seeing you there!
(Still trying to get the domain name working right, but the IP address is solid!)
Always looking for feedback and improvement! Send me a PM with comments/suggestions, please!
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| Sat Sep 26, 2015 5:31 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: Challenge
I disagree. 10 fed-space sectors is about right for a 1000 sector universe. I have always felt that there should be a percentage in the BigBang variables so that larger universes could have more fed-space. Of coarse with more fed-space, it would be harder to enforce fed-space laws. There should be a chance that you could attack another player without detection, and a delay on how long it takes the feds to get there.
_________________ 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 Sep 27, 2015 6:14 am |
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iofhua
Staff Sergeant
Joined: Fri Sep 11, 2015 6:37 pm Posts: 10
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 Re: Challenge
It would be nice if this was all customizable in Big Bang settings. If you want a small fedspace with a chance that the feds might not come to help, you could have that. If you want lots of fedspace with guaranteed protection from the feds, you could have that.
IMO the game is unbalanced as is with only 10 fedspace sectors. I think about 10% of the universe being fedspace would be just about right.
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| Sun Sep 27, 2015 10:15 am |
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Kavanagh
Ambassador
Joined: Wed Feb 28, 2001 3:00 am Posts: 1410 Location: Boo! inc. Ireland
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 Re: Challenge
Simulatio wrote: How so, and toward what? Towards blue. Which I play.
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| Sun Sep 27, 2015 1:00 pm |
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CBYNot
Chief Warrant Officer
Joined: Sat Jul 14, 2012 6:32 pm Posts: 104
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 Re: Challenge
Kavanagh wrote: Simulatio wrote: How so, and toward what? Towards blue. Which I play. Frankly I don't think there's any amount of tinkering that will swing the scales back towards blue. The only edits where blues stand any chance is where there's a ridiculously high number of colos regenerating a decent amount every day.
_________________ "TW: A proud tradition of...change is the only constant."
-Val
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| Sun Sep 27, 2015 2:22 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: Challenge
Low turns tends to lend an advantage to blue, and you can do other things to make it harder on reds.
_________________ 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 Sep 27, 2015 2:26 pm |
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CBYNot
Chief Warrant Officer
Joined: Sat Jul 14, 2012 6:32 pm Posts: 104
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 Re: Challenge
Micro wrote: Low turns tends to lend an advantage to blue, and you can do other things to make it harder on reds. True, but in order for it to stay an advantage, the # of colos on Terra / regen has to be higher than can be stripped off by the max # of players on a corp. The best strategy is typically blue early to drain Terra and then red the rest of the game for cash.
_________________ "TW: A proud tradition of...change is the only constant."
-Val
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| Sun Sep 27, 2015 2:34 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Challenge
CBYNot wrote: Micro wrote: Low turns tends to lend an advantage to blue, and you can do other things to make it harder on reds. True, but in order for it to stay an advantage, the # of colos on Terra / regen has to be higher than can be stripped off by the max # of players on a corp. The best strategy is typically blue early to drain Terra and then red the rest of the game for cash. I dunno, low turns favor reds. I can outcash blues and take all those colos! Muhahaha....
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Mon Sep 28, 2015 10:34 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: Challenge
Cruncher wrote: I dunno, low turns favor reds. I can outcash blues and take all those colos! Muhahaha.... Fine, I'll just change the Steal/Rob factors then. 
_________________ 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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| Tue Sep 29, 2015 8:35 am |
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