www.ClassicTW.com
https://mail.black-squirrel.com/

Total Planet Buyout
https://mail.black-squirrel.com/viewtopic.php?f=1&t=16775
Page 1 of 2

Author:  U.N. Owen [ Mon Dec 05, 2005 3:43 pm ]
Post subject: 

Is using GenTorps to create every possible planet considered a good tactic? Or is frowned upon? I have had a few users question this tactic and I don't want to be inconsistent with prior dealings on this same issue.

Thx

Author:  Promethius [ Mon Dec 05, 2005 6:20 pm ]
Post subject: 

quote:Originally posted by U.N. Owen

Is using GenTorps to create every possible planet considered a good tactic? Or is frowned upon? I have had a few users question this tactic and I don't want to be inconsistent with prior dealings on this same issue.

Thx


It probably depend on which end of the buyout the player is on as to how they look at it. Each corp has the same options, either planet or ship buyouts can be made. I think both are more of an end game tactic than something to do within a few days of the game bang.

What most players really frown upon is sysOp intervention in changing rules during a game or any use of T-Edit during a game (colo regen / alien activation-deactivation / rebuilding StarDock for examples).

Author:  MisBehavin [ Mon Dec 05, 2005 9:35 pm ]
Post subject: 

quote:Is using GenTorps to create every possible planet considered a good tactic? Or is frowned upon? I have had a few users question this tactic and I don't want to be inconsistent with prior dealings on this same issue.

I think it's ok to have "A" game on the server that doesn't allow this kind of action taken- However, in a game with more advanced players its a much needed way to lock peeps out and end the game and should be allowed. Just my opinion.

I am also wondering for this particular server if hazing fed sectors 2-10 and around SD is permitted?

Author:  Overkill [ Tue Dec 06, 2005 12:49 am ]
Post subject: 

Planet buyouts and Ship Buy outs are part of the game...[:P] It is a vicious tactic... but they are there for a reason.... Otherwise they wouldn't be allowed into the programming... The planets would be set to infinate..., or just not allowed to make them all or buy them all... This tactic is used to end a Game and usually nothing else..[:D]

Author:  Kavanagh [ Tue Dec 06, 2005 1:59 am ]
Post subject: 

quote:Originally posted by Overkill

Planet buyouts and Ship Buy outs are part of the game...[:P] It is a vicious tactic... but they are there for a reason.... Otherwise they wouldn't be allowed into the programming... The planets would be set to infinate..., or just not allowed to make them all or buy them all... This tactic is used to end a Game and usually nothing else..[:D]


I do not agree that either buyouts are vicious, they are legitimate tactics. Anything that the game permits is legitimate and should not be prohibited by sysops/gameops, unless they want a "touchie feelie" politically correct game.

There is a huge investment requirement for planet/ship buyout and maintenance, particularly for planet buyout.

Author:  Silence [ Tue Dec 06, 2005 7:43 am ]
Post subject: 

Not all that bad Kav... Assuming 1k planets/game, it would only cost 20mil.

In a game you were trying to shut out an underdog, it would be a worthwhile investement.

Author:  Singularity [ Tue Dec 06, 2005 8:51 am ]
Post subject: 

Ok, 1000 planets per game. 5 planets per sector, that's 200 sectors. That's insanely easy to discover, even for an underdog. The only advantage is you stop others from starting a base, worthwhile to a fault. Ship buyouts actually keep #SD#'d people offline (provided you're dilligent about keeping ships bought) and keep new players out. A complete 100% grid does both as well, provided you can defend it. I've never done a planet buyout before... what good would it be for locking down an entrenched enemy?

Author:  Promethius [ Tue Dec 06, 2005 9:13 am ]
Post subject: 

quote:Originally posted by Singularity

.... I've never done a planet buyout before... what good would it be for locking down an entrenched enemy?



It depends on the edits. Some edits provide ore on the planets when they are created so popping a bunch of planets also may give you a lot of ore in addition to stopping your opponents from starting new bases. This doesn't lock down a game with an entrenched opponent, but prevents them from actively fueling planets in an unlim move game. It can also slow someone down when you are having to babysit a game by preventing someone from coming in and starting a base.

Author:  Traitor [ Tue Dec 06, 2005 5:18 pm ]
Post subject: 

Well, if you can't defend 200 sectors, you can dump all the planets in one sector. Only 2 die at extern from collision. You have 2 guys with the proper triggers waiting in the same sector to create 2 more when extern happens. It's not pretty.

Author:  Singularity [ Tue Dec 06, 2005 8:42 pm ]
Post subject: 

Traitor... hehe, that's true. But wouldn't a good opponent build the same thing, as soon as extern runs start popping planets? Get a nice planet war going on, lol. What msg do you get when the planets are full, anyway? Scarey thought tho. 2000 in one sector. What would happen if you try to land in that sector? Talk about server lag.

Most edits I play don't give much pop fuel, instead I tend to buydown fuel from ports. Get 100 ports upped, doesn't take too much work and who really cares about cashing in an unlim? Guess if they're using ore "esc0rt" (better name? Dunno) that would slow them down on the refill some. To each their own.

Author:  Vader [ Tue Dec 06, 2005 11:33 pm ]
Post subject: 

I seem to recall USO one year having a planet buyout. And lots of planet making scripts fired up all day.

Author:  Kavanagh [ Wed Dec 07, 2005 12:01 am ]
Post subject: 

quote:Originally posted by Vader

I seem to recall USO one year having a planet buyout. And lots of planet making scripts fired up all day.


That was first USO. Zoobar came up with the concept - points were awarded for L4 to L6. It was a major pain in the arse to maintain, we put them all in one sector behind figs, several deep. It was obvious where we had them, but no one invaded. Cost us megabux/turns to keep it going.

Author:  Traitor [ Wed Dec 07, 2005 12:44 am ]
Post subject: 

quote:Originally posted by Singularity

Traitor... hehe, that's true. But wouldn't a good opponent build the same thing, as soon as extern runs start popping planets?

Yes. If someone tries it on me, you can bet I'll have one already written.
quote:
What msg do you get when the planets are full, anyway?

"I'm sorry, but not enough free matter exists.
Some other planet will have to be destroyed before you can create one. "
quote:
What would happen if you try to land in that sector?

Nothing special. I recommend you either abort displays, or have a big scrollback buffer.

Author:  Vader [ Wed Dec 07, 2005 1:21 am ]
Post subject: 

Its happened since then as well. May not have been USO. It was a big game though. And a major pain too.

Author:  Akor [ Wed Dec 07, 2005 4:12 am ]
Post subject: 

quote:Originally posted by Kavanagh

quote:Originally posted by Vader

I seem to recall USO one year having a planet buyout. And lots of planet making scripts fired up all day.


That was first USO. Zoobar came up with the concept - points were awarded for L4 to L6. It was a major pain in the arse to maintain, we put them all in one sector behind figs, several deep.
Too bad you didn't have Stockton to name them all.

Page 1 of 2 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/