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| Making a more Blue center game https://mail.black-squirrel.com/viewtopic.php?f=13&t=10538 |
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| Author: | Narkon [ Thu Mar 11, 2004 1:17 pm ] |
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Ok, I am needing some advice from thoses who have played a long time. I am trying to do modifications to a game to make it more blue. To encourage people to play blue. And partially to hamper red. (This is for a blue-baised server, who right now is only making tons of rules that discourage red, rather than taking the time to make a game for the blue biginner players. So if we do a blue centered game: 1. port regen high (200%) or 25% to force movement? 2. Planets, modded them to make each one useful, but all are specialized also, is this good? 3. I wanted to try to get them in something besides all ISSs, so I lowered the ISS cargo holds, and made some ships better, was thinking of adding some more ships. I also limited which ships could carry g-torps, figured that would at least force them to go to a different ship to make the planet. 4. I will have MBBS disabled, which then allows me to set rob/steal to 100% and 7 days for bust clears. Also thinking of making the ColT a commisioned ship. 5. Cits, on one planet you can get lvl 2 the first day, but most are the same as in a standard game. The sysop wants this to be a long builder game, rather than the quick lock game. So didn't want to balloon to fast. All other advice will be welcomed. |
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| Author: | Strider_2001 [ Thu Mar 11, 2004 1:36 pm ] |
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make all the ships have a commish then they have no choice other then playing blue |
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| Author: | Narkon [ Thu Mar 11, 2004 1:49 pm ] |
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Didn't want to go that drastic, for I figured you could always have a few die-hard reds in a game, even if it is bais to the blue. |
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| Author: | Boss [ Thu Mar 11, 2004 3:31 pm ] |
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quote:Originally posted by Strider_2001 make all the ships have a commish then they have no choice other then playing blue Problem with that Strider is nobody could kill anyone or they go red in a commissioned ship and get wasted by Captain Z. When they come back they would have no ship they could use. That would suck. |
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| Author: | Narkon [ Thu Mar 11, 2004 3:36 pm ] |
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Well I really said blue, but it is more how to make a game more a builder game than a fast killing while they are small game? |
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| Author: | Harley Nuss [ Thu Mar 11, 2004 8:47 pm ] |
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Shut off steal from buy ports. |
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| Author: | Tradewarrior55 [ Thu Mar 11, 2004 11:05 pm ] |
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If you want a long game, Blue Friendly. 1. Stock Ships 2. Stock Planets 3. Shut off steal from buy ports. 4. 20k sectors 5. 300 turns 6. Low port density I am serious not just kidding around. I played a game simular to that on Madd Hatters server. |
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| Author: | old loki [ Mon Mar 15, 2004 7:16 am ] |
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and if you want to try to set one up other than stock, make the planets upgrade quick, enhance the iss odds , fighter capacity, shield capacity, ect. DONT enhance the cfo, make busts clear more than 1 day lol (old stock settings it took 14 or so days if i recall) decrease the amount of holds of the ships evils tend to use, ect. An Observation though. Most of the enhanced game settings i see nowadays tend to make the game more evil friendly, so ya may end up with a game that nobody wants to play |
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| Author: | Narkon [ Mon Mar 15, 2004 3:51 pm ] |
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Yeah, I have noticed most enhancements seems to lean toward Red play style. But the server I was geting this ready for, seems to want Blue more, even if the more advance players say that you should support both equally. It is for limited turn game. If you turn off Steal at Buy ports, does that basicly remove most of reds scripts? |
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| Author: | Boss [ Mon Mar 15, 2004 4:57 pm ] |
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That pretty much kills red play, limits them to doing a lot of things manually, it seems pretty drastic when there are other options. Making the ISS more powerful with more holds and more fighters doesnt do it either, it just makes the game more lopsided. You have to think of what the reds do to make money, they use ships with high holds and planets L4 or above for most of their cashing work. So slow down, not speed up, citadel times. Take the most powerful ships and make them commissioned but with exp limits so even the blues cant be in the most powerful ship too early. Lower the number of holds on the colt and other ships used by reds a lot to slow them down. Leave only the corp flag with ptorp capability for reds, that limits their attack scripts also. Then you may even want to throw in an alien or two because the reds hate aliens, they mess up their scripts, kill their fighters, or even blow up their colts while cashing. That will make a decidedly blue game. |
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| Author: | Harley Nuss [ Mon Mar 15, 2004 8:59 pm ] |
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Most red cashing is done with high hold ships before planets hit lvl 4. Once you have a lvl 4 planet, a blue doing buydowns and selloffs (with no robbing) will make more than a red sdting. If you truly don't want red play, shutting off steal from buy ports makes it so a really can't do much in the way of cashing. Also, leave the rob percent at 100% or higher, so a red can't maintain exp robbing, and can't make near as much/turn. Finally, leave mbbs off, so there is no mega-robbing involved. If you do these things, pair trading and selling off colo production is pretty much the limit of cashing until planet go lvl 4. Once they're level 4, the cashing will be planet trading, but with the high rob percent, a red trying to rob will make less money than if they just did buydowns. |
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| Author: | PHX [ Tue Mar 16, 2004 4:16 am ] |
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One thing I have seen to encourage people to stay blue is having every port heavily or fully upgraded. People can make more money running PPT by macro than SSM or whatever. |
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| Author: | Orion_Blastar [ Tue Mar 16, 2004 4:33 pm ] |
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quote:Originally posted by Harley Nuss (teamEIS) Most red cashing is done with high hold ships before planets hit lvl 4. Once you have a lvl 4 planet, a blue doing buydowns and selloffs (with no robbing) will make more than a red sdting. If you truly don't want red play, shutting off steal from buy ports makes it so a really can't do much in the way of cashing. Also, leave the rob percent at 100% or higher, so a red can't maintain exp robbing, and can't make near as much/turn. Finally, leave mbbs off, so there is no mega-robbing involved. If you do these things, pair trading and selling off colo production is pretty much the limit of cashing until planet go lvl 4. Once they're level 4, the cashing will be planet trading, but with the high rob percent, a red trying to rob will make less money than if they just did buydowns. I can see a whole new script being created for this sort of game. A modified SSM script that uses four ports next to each other. Steal from Port 1, Move to Port 2, Sell to Port 2, Move to Port 3, Steal from Port 3, Move to Port 4, Sell to Port 4, Move to Port 1, repeat. It will take a lot of turns to do this, and would make more sense to run in an unlimited game. Also it would have to find new ports after Port 2 or 4 get full up from buying stuff or Ports 1 or 2 have no more product to sell. It makes more sense for a red to just PPT until a level 4 citidel can be made. |
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| Author: | Harley Nuss [ Tue Mar 16, 2004 5:08 pm ] |
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A more useful script would be steal equip, move next door, sell it, steal org, move back sell org, steal equip, etc. It won't make much more than just straight ppting though. The best way to cash in a game like that would be to put cits under ports, upgrade the ports, then buy equip sector 1, beam to sector 2, dump equip on planet, beam back to sector 1. Once you've bought all the equip you want (I'd never trade a port below 50%), negotiate sector 2. Will get you around 10k/turn with an ISS and 100% planet neg percent. |
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| Author: | Cherokee-TLTT [ Tue Mar 16, 2004 6:43 pm ] |
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or better yet, flee instead of beam. However, I think the topic here was to identify edits that lead to a blue game, not figure out how to do red cashing without being able to steal from a buy port. Most "blue" games these days focus on colonist production. Make the planet production ratios favorable, provide plenty of colonists (and regen), set 100% planetary trade, and make planets go warpable relatively quickly. |
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