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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Planet moves
I just noticed something from the description of the Planetary TransWarp drive:
"The amount of fuel required to generate this field is tremendous though, and you will only be able to move your planet once every 9-10 days."
Hmmm. I guess it's been awhile since this was true. Kind of gives you an idea of the designer's original intent, though, doesn't it?
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| Tue Jan 17, 2012 3:04 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: Planet moves
John Pritchett wrote: I just noticed something from the description of the Planetary TransWarp drive:
"The amount of fuel required to generate this field is tremendous though, and you will only be able to move your planet once every 9-10 days."
Hmmm. I guess it's been awhile since this was true. Kind of gives you an idea of the designer's original intent, though, doesn't it? Games used to take weeks, if not months, now you can bang em and have em over the next morning! I think we need to somehow make the alien planets more difficult to capture as that seems to be the measure of most alien filled games these days.
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Tue Jan 17, 2012 3:28 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
John Pritchett wrote: I just noticed something from the description of the Planetary TransWarp drive:
"The amount of fuel required to generate this field is tremendous though, and you will only be able to move your planet once every 9-10 days."
Hmmm. I guess it's been awhile since this was true. Kind of gives you an idea of the designer's original intent, though, doesn't it? I remember an old version of a tradewars like game (perhaps Yankee Trader) that it really did take days to move a planet. It makes absolutely no sense to me that you can fly around in a planet, and use it like a ship.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
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| Tue Jan 17, 2012 3:30 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
Micro wrote: John Pritchett wrote: I just noticed something from the description of the Planetary TransWarp drive:
"The amount of fuel required to generate this field is tremendous though, and you will only be able to move your planet once every 9-10 days."
Hmmm. I guess it's been awhile since this was true. Kind of gives you an idea of the designer's original intent, though, doesn't it? I remember an old version of a tradewars like game (perhaps Yankee Trader) that it really did take days to move a planet. It makes absolutely no sense to me that you can fly around in a planet, and use it like a ship. My personal thoughts on this subject are as follows... I agree with Micro, I think it is absolutely ridiculous to be able to "Drive" a PLANET around.. but heres my logic on this point. As long as RED'S can get ships that are just as strong as the BLUE'S ships then I agree that you should be able to "pilot" a planet. Reds having the ability to "out-cash" a blue with a commission TREMENDOUSLY, and the only upside for the blue is warping into fedspace has always been a lil "off" to me when i came back into the game and saw that sysops could edit ships.... I think the BLUES should get a NEW ability that makes it FUN to be a blue again as long as the reds can have the SAME ships as the blues. In 1993, when I started playing Tradewars having that ISS that could fire PHOTONS and had a pretty superior HOLDS capacity made it "WORTH" being a blue because you felt like "Okay, I'm gonna be a 'do gooder' and I will have the TOOLS to punish those who ROB and STEAL...". But nowadays reds can just come in a game, especially Unlimiteds and out perform blues with thier moneymaking schemes, then buy the SAME ships as the blues with commissions and now they are sitting pretty. I do have a couple of ideas that would even this out though.... who should I talk to about this issue?... I'm thinking John Pritchett!
_________________ 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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| Sat Feb 11, 2012 4:11 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
I think you can still have the ability to move a planet to sell off product without being able to use it as an offensive weapon, and that's really what I'd like to see more of. The advantage for blue should be to do mass trading. But how much would it impact that if it took 20 seconds to warp a planet to your destination rather than 0.001 second? But a 20 second move would obviously take away the use of planets for offense.
Sure, I'd be happy to hear your suggestions. But my position on these things is to provide options and customizations to allow a gameop to set up games that work how they want them to work without changing the game for others.
_________________ 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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| Sat Feb 11, 2012 4:29 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
Why not just make a flag if your ship has fotons on board it can't land. Drop off the fotons and you can land in the same ship. Seems that could be the simple method.
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Sat Feb 11, 2012 4:58 pm |
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Comet
Commander
Joined: Thu Oct 17, 2002 2:00 am Posts: 1159
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 Re: Planet moves
I understand the customization of the game to attract new and returning players. the more the merrier. I do hope that this just stays as a feature that sysops can drop into. but on the aspect of playing red vs blue each of them have their advantages. if you are looking to find a game that will last months or weeks or whatever then make a edit and put fourth rules that will take care of this. putting a planet delay in that would take 9-10 days to move really isn't the answer. for those of you who want this type of edit good luck  once you get so much org and equipment and you want to start planet trading to try and keep up with those reds a few things will happen. 1) you won't have a chance 2) you've already been found 3) you are going to wish your didn't ask for this 4) You've done been invaded and in the process of you trying to evac your sector a red has done taken it over loaded it up with figs and new fuel so you can't touch it. 5) why use a pdrop script? those are very old school tactics. I can just do a adj photon nail you and pop you with the help of a corpie or myself. then when your stuck out there in the middle of the universe your are trying to do a saveme so your corpie and come and grab you. Your SOL because he or she will be there in 9 days or 20 seconds to get you. Even if you do as toyman suggests honestly who uses a pdrop as a offensive tactic? You could put a 20 second delay on the planet for mass trading however what good would that really do? 1 blue sits at stardock you have 3 reds cashing bam you've done blown the blue out of the water even with ptrading. correct me if i'm wrong but from what i've seen from playing against some is planet gridding/saving/cashing with LARGE amounts of turns and LARGE amounts of output for equip and org. So please take a look at the bigger picture here. Planets aren't used as offensive weapons unless your a noob running around with ParrotHead's quick pdrop or plock on a certain sector or running world trade in swath or twx without having it be paranoid then it's your fault a planet would drop on you. Just my 2 cents enjoy even if you do put a flag on a ship that is carrying fotons not to be able to land on a planet you can just make a fuel selling port or find one and do a adj foton script with twarp. so instead of using the planet teleport you've just caused someone to use a few extra turns by twarping.
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| Sat Feb 11, 2012 9:38 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
Comet wrote: Even if you do as toyman suggests honestly who uses a pdrop as a offensive tactic? I agree with most of what your saying except...I think I was talking about photons... 
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Sat Feb 11, 2012 9:45 pm |
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Comet
Commander
Joined: Thu Oct 17, 2002 2:00 am Posts: 1159
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 Re: Planet moves
T0yman wrote: Comet wrote: Even if you do as toyman suggests honestly who uses a pdrop as a offensive tactic? I agree with most of what your saying except...I think I was talking about photons...  You know my thoughts i type them down as fast as they come out. hence why it's all here n there LOL. But, I am glad you agree with mostly what i'm saying. I thought you meant landing on a planet to use the teleporter 
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| Sat Feb 11, 2012 9:47 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: Sure, I'd be happy to hear your suggestions. But my position on these things is to provide options and customizations to allow a gameop to set up games that work how they want them to work without changing the game for others. Well, as a guy that has been playing the game since 1993, and seeing how the game has changed... I'd have to say that making any "changes" would obviously be better if they get offered as "Options".
I'm sure that a LOT of people would be quite upset if a change was made that could NOT be undone, especially if not to someones liking. That said, I NOW understand why there are so many "Edited" games. Edits are the way to go IMHO, because they offer the sysop the fexibility to please the players preferences across the board... You know what John, on second thought.. nevermind the suggestions. Reading the threads here lately it seems like all suggestions turn into flame wars, lol. But the BIGGEST thing that always bothered me about the beautiful game of Tradewars... was this Mixed Reds and Blues Corporation thing.. THAT is just wrong! How is it tolerated that a commissioned Federal officer can consort with the SCUM of the universe? This has never sufficiently been explained to me where it made since.....THAT is what i think should be changed if anything. It seems to me that if you want to be good, then you be out to STOP criminals, not "tow them around" so they can rob and steal........ if you want to rob and steal, be with those that do wrong. the mixing and getting ahead in the game ruins the game for me. Another thing that I think should be done is that certain actions should only be able to be done by the characters at certain EXP ranks. for BOTH the reds and blues. I think reds should only be able to commit certain crimes at low ranks then get better abilities as they get higher exp. The same with the blues.. I think they should only be able to CATCH certain ranks of reds, according to thier exp level.
I have a LOT more ideas, trust me, but these i have mentioned should have been a part of the game from the beggining, just my HUMBLE opinion. Thanks for hearing me out.
_________________ 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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| Sat Feb 11, 2012 10:24 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 intention of the design is to discourage corps from being mixed. But limitations on how those penalties are applied make it very easy to get around. One of the things I've always wanted to do is provide a realtime extern option so you don't have this situation where being in the game around midnight allows you to defeat the rules. If you have a mixed corp all day long, but you don't at 11:59, then you do again at 12:01, then you don't get penalized. Was the intention of the mixed corp penalty to reward those who could be online at midnight? Of course not. So a realtime, 24/7 extern replacement would penalize players for PLAYING mixed corps, as it should be.
Optionally, of course.
And Comet, I didn't mean to suggest that putting a delay on a planet would magically make the game perfect. There are a lot of things that need to be balanced in the process of making any change. That doesn't mean that the de facto balance of the game, which has come about through no intelligent design whatsoever, is the best balance. It evolved to this state. It plays well for some, not so much for others. That's just a reality. I was just illustrating how much the game has evolved away from its original design.
Let's not flame, people. If you haven't come to the point where you can trust that I'm not shoving changes down people's throats, you're not really paying attention.
_________________ 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 1:01 am |
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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
[quote="John Pritchett"]The intention of the design is to discourage corps from being mixed. But limitations on how those penalties are applied make it very easy to get around. One of the things I've always wanted to do is provide a realtime extern option so you don't have this situation where being in the game around midnight allows you to defeat the rules. If you have a mixed corp all day long, but you don't at 11:59, then you do again at 12:01, then you don't get penalized. Was the intention of the mixed corp penalty to reward those who could be online at midnight? Of course not. So a realtime, 24/7 extern replacement would penalize players for PLAYING mixed corps, as it should be.
Optionally, of course.
quote]
There really is no effective penalty against mixed corps for the most part the way things are now. Blues go Fedsafe, reds lose experience and bust back up for a minor penalty. A blue really wants a mixed corp to lose experience so he can colonize/furb safely.
_________________
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"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 1:36 am |
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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
Sure, but a realtime penalty could be much more impactive. Optionally. With a once-per-day penalty, if you make the penalty more stiff, people just get around it. I'm just saying it is possible to impose a penalty that really does discourage mixed corps, for those who want that.
_________________ 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 1:42 am |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Planet moves
John Pritchett wrote: Sure, but a realtime penalty could be much more impactive. Optionally. With a once-per-day penalty, if you make the penalty more stiff, people just get around it. I'm just saying it is possible to impose a penalty that really does discourage mixed corps, for those who want that. 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.
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| Sun Feb 12, 2012 8:21 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: 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.
I well remember that strategy, which was essential in HVS given the exp penalty for mixed corp reds (way higher than in TWGS), until an L4 became available. SG used run the redcorp, I the blue. Sometime around Y2K, megacorping became politically incorrect.
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| Sun Feb 12, 2012 8:44 am |
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