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https://mail.black-squirrel.com/viewtopic.php?f=14&t=12674
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Author:  anyjoe2000 [ Wed Aug 24, 2005 11:38 pm ]
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I created and am running a game called T Squared and I would like to toss it out and get some opinions on it. Its going Ok, Its been running for a couple weeks and has a handful of regular players, maybe 10. Through their suggestions and my own observations, I’m gaining some ideas of how I may want to modify the settings for next game already. Basically the game goes like this. Every sector in the universe has been manually modified to mold it into a 25 X 25 X 25 grid or cube. There are no dead ends or bubbles and it is an enclose cube meaning you don’t fly out one side and come back in the opposite side, it has walls. So sector one is a corner joined to sector 2, 26, and 626. Randomly inserted into the cube is 500 planets. Also random is the class of planet and cit lvl from 0 to 2. Lvl 2 planet have a random amount of fighters protecting it, upto I think 7k. These are the only planets in the game as all ships have been modified to not carry Gtorps. This does make it hard on the reds to build their exp but then it’s the same for everyone in the game of course. I also inserted a starting fig grid of single rouge toll figs through out the galaxy. The prices of atomic Detonators and Eprobes have been inflated. The point of the game is to be the first player or team to control all surviving planets. As part of extern the planets are added up and posted in the logs as to who owns how many and how many have been destroyed.

Im fairly sure I’ll not put the rouge grid in next game and probably cut the number of planets down to 250 or 300. If I do that I may taqke crap planets out of the mix keeping M L H O and dumping the rest. Also I think I may shrink the cube to 20 X 20 X 20 if for no other reason then its easier to quickly calculate the adjoining sectors of any sector in your head. I have had a request to drop a little cash on the lvl 2 planets but am hesitant because I think those should come at a cost.

Anyway anyone have any thoughts on it? When I was making it I really though it would be an interesting deviation on the norm.

Author:  RexxCrow [ Thu Aug 25, 2005 1:54 am ]
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I read about your edit before and thought it was pretty kewl. I would suggest bringing the planets down to between 25-50. More then that is way to much work for a few dozen players at the most to keep a hold on. Also fewer planets will allow the players to concentrate more on battling each other of the planets rather then claiming them from the unknown out of open space.

Author:  Zarkahn [ Thu Aug 25, 2005 2:14 am ]
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ok, I played in a game a year or 2 ago at Terra, it was square universe, no planets to cap, make ur own and hold them, harder than cappin some....just my .02
and no winning it did not make me say that....lol

Author:  anyjoe2000 [ Thu Aug 25, 2005 4:55 am ]
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quote:Originally posted by RexxCrow

I read about your edit before and thought it was pretty kewl. I would suggest bringing the planets down to between 25-50. More then that is way to much work for a few dozen players at the most to keep a hold on. Also fewer planets will allow the players to concentrate more on battling each other of the planets rather then claiming them from the unknown out of open space.


That’s an interesting thought, It would make for more competition to get the planets, making them more valuble. As it is now we are on day 26 and 112 of the 500 have been nuked

Author:  anyjoe2000 [ Thu Aug 25, 2005 5:09 am ]
Post subject: 

quote:Originally posted by Zarkahn

ok, I played in a game a year or 2 ago at Terra, it was square universe, no planets to cap, make ur own and hold them, harder than cappin some....just my .02
and no winning it did not make me say that....lol


My original thought was just the square universe as an ultimate game for players who liked to run grids. What could be better than a nice predictable square universe. However, A few years back I ran a trophy game, much like one I have now, except as part of that game I had written a script that would pull the location of the trophy planet and post it at extern along with the current owner. The idea was you couldn’t just run and hide with the planet you had to defend it for a set time and not move it. Anyway when I was working out the scripts to reshape the cube I remembered that script and somehow got the idea for the planets. It just seemed to interesting not to try it.

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