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 Equilibrium - Phase 2 
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Unread post Equilibrium - Phase 2
I'm working on phase 2 of my Equilibrium edit, and looking for feedback before I even bang another game.

Changes since the first version:

- Customized ships.
- Aliens and Ferrengi activated.
- Rob delay eliminated. (Was 2s.)
- Bust clear reduced to 3 days. (Was 7 days.)
- Planet trade reduced to 70%. (Was 80%.)
- Stardock changed to SBB.
- New player planets disabled.
- Port regen increased to 50% per day. (Was 25%.)
- Port density increased slightly.
- NavHaz disperal increased to 10% per day. (Was 3%.)

Custom Ships
The ship names have not been changed, but many of them have been modified to make them more useful. Ferrengi ships have been upgraded to make them interesting to players, especially reds.

Assault Trader - Possibly useful as a gridder or gridbuster with some trading capability. Same TI as the Merchant Freighter, with combat odds second only to the Scout Marauder.

Battle Cruiser - Given a TransWarp drive and placed between the Gunstar and Flagship in firepower.

Dreadnought - Upgraded with TransWarp, more fighters, and better combat odds. Still quite inferior to the ISS, but better than a Flagship.

T'Khasi Orion - Holds downgraded to 55, but given TransWarp ability.

CargoTran - Holds downgraded to 110, but given TransWarp ability.

BattleShip - Given TransWarp ability.

Havoc GunStar - Increased holds.

Constellation - Slightly increased combat odds, added combat scanner.

StarMaster - Carries 1 photon missile, added combat scanner.

Escape Pod - Fighters downgraded, but TPW reduced to 1. So awesome!

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Mon Nov 07, 2011 11:03 pm
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Unread post Re: Equilibrium - Phase 2
Looking better. How many turns per day?

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Mon Nov 07, 2011 11:13 pm
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Unread post Re: Equilibrium - Phase 2
Cruncher wrote:
Looking better. How many turns per day?


Same as before. And I'm going to play red this time to prove it's not so bad. :lol:

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Mon Nov 07, 2011 11:17 pm
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Unread post Re: Equilibrium - Phase 2
I've been thinking about what the purpose of the rob/steal delay is. As far as I know, the delays were never meant to limit what you can accomplish with your time. You should always be able to play your turns within your given time limit for TL games. The only purpose of delays is to pace your actions relative to other players where interactions occur. And that's not really something that happens with rob/steal delay. I really think that was put in there just for dramatic effect. When playing at keys, there's that slight pause as you wonder if you succeeded or were busted. So to me, it fits more in the category of showing ANSI animations than it does as a true game pacing delay. If you're playing at keys and you want to have the dramatic effect of the ANSI animations, then you'd probably want that. But if you're turning animations off and don't want to be bothered by them, the rob/steal delay probably shouldn't be there either. So maybe I should pull it out of the timing editor and just associate it with the "show animations" setting? Just a thought.

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Tue Nov 08, 2011 12:49 am
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Unread post Re: Equilibrium - Phase 2
That makes sense. "Dramatic effect" is exactly the reason I left it on before.

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Tue Nov 08, 2011 1:05 am
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Unread post Re: Equilibrium - Phase 2
In an unlimited turn game, it could be used to control how fast Reds can cash.

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Tue Nov 08, 2011 1:10 am
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Unread post Re: Equilibrium - Phase 2
Good point.

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Tue Nov 08, 2011 1:16 am
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Unread post Re: Equilibrium - Phase 2
Yeah, true. Though I doubt anyone who plays unlims would play a game with it on.

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Tue Nov 08, 2011 1:38 am
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Unread post Re: Equilibrium - Phase 2
John Pritchett wrote:
Yeah, true. Though I doubt anyone who plays unlims would play a game with it on.


People who play unlims are looking for a different game feel than most turns players, and I would agree that they would stay away for the most part. Most who play unlims, and are script writers, look for every way possible to speed up what they do and eliminate unnecessary actions. I, and many others, have spent extended periods of time tweaking scripts to get the best performance possible, and to have that rendered moot because of rob delay (or any delay) would cause us to look for a different game.

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Tue Nov 08, 2011 2:29 am
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Unread post Re: Equilibrium - Phase 2
Micro wrote:
In an unlimited turn game, it could be used to control how fast Reds can cash.


Unlim or turns based, it really doesn't matter. It slows down the reds in both game types.

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Tue Nov 08, 2011 2:45 am
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Unread post Re: Equilibrium - Phase 2
Promethius wrote:
Micro wrote:
In an unlimited turn game, it could be used to control how fast Reds can cash.


Unlim or turns based, it really doesn't matter. It slows down the reds in both game types.

It slows them down in both, but they still have time to use all their turns in a turn game, so they still make the same amount of cash.

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Tue Nov 08, 2011 5:05 am
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Unread post Re: Equilibrium - Phase 2
Mongoose wrote:
Cruncher wrote:
Looking better. How many turns per day?


Same as before. And I'm going to play red this time to prove it's not so bad. :lol:


It's doable, I just didn't want to have to wait a week to get up to full Colt steal range. :) Door %'s are a bit more brutal.

BTW, Stein did give me an upgrade to Swath. When I have games in MBBS mode with mega rob off, and if the port had over 3M on it, Swath would always try to mega, which would of course bust you every time. Now I can set Swath to NOT mega rob and it works great! I have a series of ports I rob, each has an IC, and if just one of those ports has excess credits Swath will now rob 6*exp.

Sunday I cashed 80M in just under 2k turns in game P. That was a good day, no busts :)

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Classic Style Games Here:
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Tue Nov 08, 2011 6:58 am
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Unread post Re: Equilibrium - Phase 2
Micro wrote:
In an unlimited turn game, it could be used to control how fast Reds can cash.



Unlimited games should not have any delays. We all know it's for getting rich quick and building up quick. Why have delays?


Tue Nov 08, 2011 7:35 am
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Unread post Re: Equilibrium - Phase 2
Cruncher wrote:
Mongoose wrote:
Cruncher wrote:
Looking better. How many turns per day?


Same as before. And I'm going to play red this time to prove it's not so bad. :lol:


It's doable, I just didn't want to have to wait a week to get up to full Colt steal range. :) Door %'s are a bit more brutal.

BTW, Stein did give me an upgrade to Swath. When I have games in MBBS mode with mega rob off, and if the port had over 3M on it, Swath would always try to mega, which would of course bust you every time. Now I can set Swath to NOT mega rob and it works great! I have a series of ports I rob, each has an IC, and if just one of those ports has excess credits Swath will now rob 6*exp.

Sunday I cashed 80M in just under 2k turns in game P. That was a good day, no busts :)


Care to share your knowledge of this making 80 million in a 2k turn game?


Tue Nov 08, 2011 7:37 am
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Unread post Re: Equilibrium - Phase 2
Buydown 16 ports in a 255 hold ship and mega rob, but they would all have to be MCIC ports @ $5M each.

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Tue Nov 08, 2011 7:54 am
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