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| gridless Games https://mail.black-squirrel.com/viewtopic.php?f=1&t=18441 |
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| Author: | jschrey [ Tue Jan 16, 2007 4:40 am ] |
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Hi, I will be setting up my server soon. I will try to manipulate the Settings so, that intensiv gridding will not be an advantage in the Game. I really hate grids and never use them- except in a small level to misled the hunters. What about Gold aliens and Ferrengies? Can I get them to mess with the grid's? Also, if I have some podless ships and players stuff them with carbo would they have a possible way to screw up the Grids and then take the attacker down with them? |
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| Author: | Oso [ Tue Jan 16, 2007 5:03 am ] |
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1. Grids are good. 2. Grids are good. 3. Defenses are good. 4. Because defenses are good, you need a grid. If you don't have a grid, you won't have any planets soon. You can fiddle with aliens so they will be more aggro, but if you want to keep people from trying to take out other players, no pod ships might work. They are a double edged sword though. If I am in a ship with a pod and I kill a player in a ship w/o a pod filled with corbo, I might be in a pod, but he will be #SD#. And that gives me a chance to wreck his defenses before he can get back in. My advice would be learn how to use grids, and how to attack them. |
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| Author: | RexxCrow [ Tue Jan 16, 2007 5:34 am ] |
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Also, just to note it is Corbo not Carbo. You really can't prevent griding unless you set the ships to hold no fighters, very few fighters, or set the fighter wave to 0; which would make planets the only possible means of offense, of course they would not be able to make warp-locks without a fighter being present in the sector. Of course you could make a little admin side script to clear out fighters from sectors every so often and make aggressive aliens move around like crazy on glue. |
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| Author: | jschrey [ Tue Jan 16, 2007 6:08 am ] |
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Oso wrote: 1. Grids are good. 2. Grids are good. 3. Defenses are good. 4. Because defenses are good, you need a grid. If you don't have a grid, you won't have any planets soon. You can fiddle with aliens so they will be more aggro, but if you want to keep people from trying to take out other players, no pod ships might work. They are a double edged sword though. If I am in a ship with a pod and I kill a player in a ship w/o a pod filled with corbo, I might be in a pod, but he will be #SD#. And that gives me a chance to wreck his defenses before he can get back in. My advice would be learn how to use grids, and how to attack them. The nice thing about TW is, that it can be played in so many different ways. But since many Games depend on getting in there first and set up the grid first- it is getting boring for those that get in there late, because maybe they have a large realLife. So maybe if I have some players on a team, that cant play everyday anyway, I could send them off cleaning up grids and accept becoming #SD# for a while (in a looooong Game) yea! |
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| Author: | Singularity [ Tue Jan 16, 2007 6:09 am ] |
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Grids ARE the game today. No matter what settings you apply, they will always be a huge factor. Yes you can make the act of gridding difficult, but that only makes existing grid that much more powerful. He who controls the grid controls the universe. All the money and products and figs and colonists in the game make absolutely no difference if you can't make solid use of them... grid is life. Corbo can be a thing, but corbo really only effects small ships in a turns game. In an unlim... it doesn't matter one bit. And in a turns game a smart defender will simply switch to torping and manual kills, go in and kill you and cap the ship after you're disabled. It's trivial to cap instead of kill, and then that's free cash for them. There is no "Here's what I'll do it and it'll just stop people from xxxxx" in this game. Smart people will find a way around your edits. You can cap an unmanned ship regardless of whether it has a pod or not. The pod rule only applies to manned ships. Oso is very correct, too. I'd risk a pod to make the other player #SD# if it gives me a chance to continue gridding or invading. Wouldn't even flinch at it, I'd just torp you and go in with a cheaper ship to keep the costs low. |
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| Author: | jschrey [ Tue Jan 16, 2007 6:11 am ] |
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RexxCrow wrote: Also, just to note it is Corbo not Carbo. You really can't prevent griding unless you set the ships to hold no fighters, very few fighters, or set the fighter wave to 0; which would make planets the only possible means of offense, of course they would not be able to make warp-locks without a fighter being present in the sector. Of course you could make a little admin side script to clear out fighters from sectors every so often and make aggressive aliens move around like crazy on glue. Thanks- Corbo is of course right. Didnt know it would be possible to make admin scripts. Where would I set them up? |
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| Author: | jschrey [ Tue Jan 16, 2007 6:22 am ] |
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[quote="Singularity"]Grids ARE the game today. No matter what settings you apply, they will always be a huge factor. Yes you can make the act of gridding difficult, but that only makes existing grid that much more powerful. He who controls the grid controls the universe. All the money and products and figs and colonists in the game make absolutely no difference if you can't make solid use of them... grid is life. ...... What about slashing the grids every Extern? Or is it possible to extend the federal Pathways per setting, so that they ruin the grids ? |
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| Author: | RexxCrow [ Tue Jan 16, 2007 7:09 am ] |
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You would just connect through your admin port using your terminal (such as SWATH and/or TWX), the script would then just basically macro into your editor and through all the sectors clearing as it runs, then wait for its next timer to be reached and repeat, same as a script for the game, just using an admin connection instead. There is no settings to make the Federation do anything nor clear sector paths at Extern. |
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| Author: | Promethius [ Tue Jan 16, 2007 7:10 am ] |
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jschrey wrote: [......What about slashing the grids every Extern? Or is it possible to extend the federal Pathways per setting, so that they ruin the grids ? You could script this from T-Edit and a guaranteed way to lose players as soon as they see their work ruined. |
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| Author: | Singularity [ Tue Jan 16, 2007 7:27 am ] |
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Absolutely. Plus if you extend the MSLs you basically destroy people's bases. You could run a random macro to clear out grid, fine, but that just makes grid that survives that much more powerful as people come to expect a clear universe. One of the largest mistakes sysops make when getting started is designing a game to solve their weaknesses as a player. The best move a sysop usually makes is abandoning those weaknesses and thinking as a sysop, ie: running popular edits that appeal a variety of players, instead of just yourself. In general, once you learn how to grid and defend that grid you'll lose your fear of it... and all this concern over gridding will evaporate. Grid is the lowest common denominator in the game today, everything else just supports it. |
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| Author: | Slim Shady [ Tue Jan 16, 2007 1:47 pm ] |
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Sing pretty much hit the nail on the head. There is no way for you to remove the importance of a grid from the game today. The only thing you can do, is learn why it's done, what it's used for, and learn not only to do it yourself, but to overcome others' grids. If you are playing a game, and you don't have a grid, you aren't really playing. |
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| Author: | Promethius [ Wed Jan 17, 2007 12:04 am ] |
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Slim Shady wrote: Sing pretty much hit the nail on the head. There is no way for you to remove the importance of a grid from the game today. The only thing you can do, is learn why it's done, what it's used for, and learn not only to do it yourself, but to overcome others' grids. If you are playing a game, and you don't have a grid, you aren't really playing. All I want for a grid is just a few sectors - say about 19989 in a 20k bang. I keep trying for the rest, but for some reason I just can't seem to get them.... |
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| Author: | Silence [ Wed Jan 17, 2007 12:58 am ] |
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Your Grid is the amount of chance you have of winning. It matters quite a bit what you have beyond that, but you can figure that out when you get this game. The grid is the one crazy chance of the game left. Everything else has been charted, applied, and scripted. Every grid is different. I know a couple games I have played where one player didn't get lucky on the grid, and I did, and the game has changed because of that. Learn to defend the grid, then once you have that down, learn to attack it. Your defensive abilities will triple. |
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| Author: | Singularity [ Wed Jan 17, 2007 1:04 am ] |
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Grid is initiative. The person w/ the most grid will be most likely to be on the offensive the rest of the game. An aggressive grid strategy greatly increases your odds of finding and invading the enemy, and greatly reduces the odds of them finding and invading you. |
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| Author: | Silence [ Wed Jan 17, 2007 1:13 am ] |
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But, if you put too much effort into grid, on hopes that you find your salvation, it will turn around and bite you in the Butt. Dont put everything into the grid. |
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