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 New Truce edit 
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Unread post New Truce edit
I've come up with an idea that may work for a truce game. I've made an edit where only 3 ships are availble for "General" usage. The Merchant Cruiser, Scout, and Theolian. The MC will have twarp capability, and also will have 6.0:1 defensive odds and 2.0:1 offensive odds, so it won't be feasible to attack anyone. The MC will also have 100 maximum holds and 10 hop tport range. They will hold 1k figs and 250 attack threashold. The scout will be 3.0:1 offensive odds and will hold the same figs and have the same attack force. The planets won't go level 3 until after 1 day. No planet will make more then 1:2 fig production. Now the thing is, there is one alien race that is NOT aggressive and if I have the settings right, will be full strength when they appear after 1 day. They aliens will have access to all other ship forms, including the ferrengi ship types. They will go into fed space and will most likely hang around the class 0 ports. The players will have to cap the ships from the aliens to get a good ship. Shouldn't be that hard since the maximum figs will be around 1200 on an alien ship. (Hopefully) heh

I'm guessing that anyone wanting to test this game will rebang it, and run a fed sweeper script for 1 day, and put the dock next to fed space to make this work. Note: this edit is in the testing stages and with some effort, we may be able to make this work without sysop intervention. Let's see how it works out. Any volunteers to host it?

The download link is
http://mysite.verizon.net/dearlholt/TRUCE.zip


Fri Aug 22, 2008 6:57 am
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Unread post Re: New Truce edit
On a side note, the ships are pretty much stock, and the planets are pretty weak compared to some edits such as Sub Zero. I didn't want to put the effort into making large edits until I seen how the game worked out. So any sysop that wants to test out this theory, feel free to make edits as needed. This edit is just a blueprint for better games that could work in the same fashion.


Fri Aug 22, 2008 7:08 am
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Unread post Re: New Truce edit
So you setup a trap. Drop a bunch of figs in a high traffic sector (or on the route to terra/dock) and kill them once their figs are depleted. Might take a little setup work, but could be done. Heck, you could setup several sectors and just xport in when someone gets close to one.

My $.02... max the shields to 16k. Could still surround a low fig ship w/ figs and force them to surrender, but it'd be a whole lot harder if they had full shields.

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Fri Aug 22, 2008 7:25 am
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Unread post Re: New Truce edit
Singularity wrote:
So you setup a trap. Drop a bunch of figs in a high traffic sector (or on the route to terra/dock) and kill them once their figs are depleted. Might take a little setup work, but could be done. Heck, you could setup several sectors and just xport in when someone gets close to one.

My $.02... max the shields to 16k. Could still surround a low fig ship w/ figs and force them to surrender, but it'd be a whole lot harder if they had full shields.

and don't let Sing play....heh


Fri Aug 22, 2008 8:32 am
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Unread post Re: New Truce edit
Singularity wrote:
So you setup a trap. Drop a bunch of figs in a high traffic sector (or on the route to terra/dock) and kill them once their figs are depleted. Might take a little setup work, but could be done. Heck, you could setup several sectors and just xport in when someone gets close to one.

My $.02... max the shields to 16k. Could still surround a low fig ship w/ figs and force them to surrender, but it'd be a whole lot harder if they had full shields.


That's where the federation sweeper takes over. Mine clears all sectors adjacent to federation space and the dock and also clears all msl's to and from Terra to the dock. Also, you make a rule no large amounts of fighters and no mines in high traveled sectors during the truce period. That can effectively be policed with little effort. I'm not saying that this is the perfect solution, but if we all work at it, maybe a tolerable solution. I don't play truces anyway, but like SG says, the ones that do want to play them should have that option without every game turning into a whine fest.


Fri Aug 22, 2008 11:55 am
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Unread post Re: New Truce edit
it is just a game.........u guys putting to much in it.

there is normally not a problem with a truce edit.....u get some ppl who like to stretch the rules sometimes , but so what.....if u any account, u could clean their clocks.

i really hate to see u guys waste so much time, because vid screwed up a game.....vid is a sub standard player and that is the only way he can win..me i really don't care cause i will delete that data base and start all over.....just blips of white light on a crt.....no big-e


Fri Aug 22, 2008 8:01 pm
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Unread post Re: New Truce edit
Nod. As thrawn said earlier, it takes time to run a fig sweeper. If you stay out of the MSLs, figure out the timing, or just risk the figs you could still bypass the sweeper.

Quote:
Also, you make a rule no large amounts of fighters and no mines in high traveled sectors during the truce period.


Hehe. "That's a high traveled sector? Oh I didn't know that... how can you tell?" I can just hear it now. But yea, I get your general point. You'd need a rule "no laying more than 1 fig per sector except base sectors" to accompany things, along with perhaps a few other rules.

Really it doesn't take that many rules to tie down a truce, and the rest goes to enforcement. But it does take a few.

_________________
May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
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Fri Aug 22, 2008 8:06 pm
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Unread post Re: New Truce edit
I've split the "smack talk" from this discussion and moved over to the Smack Talk Area.

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Fri Aug 22, 2008 10:33 pm
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