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| Next Tourney Edit https://mail.black-squirrel.com/viewtopic.php?f=14&t=31131 |
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| Author: | Helix [ Fri Mar 11, 2011 12:48 pm ] |
| Post subject: | Next Tourney Edit |
I would like to see it crafted so that a team cannot turtle after the first 2 weeks and win. I think that would mean an invader ship with greater than 1.5 offensive odds that can land. Any thoughts? H Custom Pirates - Settings Global (server) settings Custom Pirates - Ships ******************************************************************************************************** Custom Pirates - Planets ******************************************************************************************************** |
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| Author: | Singularity [ Fri Mar 11, 2011 2:51 pm ] |
| Post subject: | Re: Next Tourney Edit |
The reason people can turtle is that they can stack planets w/ ore and figs in a door sector. There's no way to prevent someone from stacking figs, but you can offset some of the fig problem by making a huge invader w/ big odds. 300k figs, land capability, 8:1 off odds, 2:1 def odds, 10tpw, no twarp, etc. You can always limit the ore on planets. The problem there is that you don't have enough ore to do anything else then. To combat that, you either need a way to make it easier to moth multiple times, or a set win condition. The first part can be done by turning off death delay and setting a death lim. But you have to be careful doing that, make sure people don't return w/ cash or figs so they can't cby cash. The latter can be done too, but has to be done carefully. Kills don't work, because they encourage kill swaps. If you add deaths to the equation to factor that out, you give ppl a reason to turtle. So you need something more aggressive like grid count. So yes, if you made a planet with a large invader, a game with no death delay, and based the win on grid count, you would end up with a fairly aggressive game that couldn't be won by turtling. |
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| Author: | Helix [ Fri Mar 11, 2011 4:31 pm ] |
| Post subject: | Re: Next Tourney Edit |
So as a 'for instance' 1. Classic Edit's planets with increased fuel capacity on M, L, V planets, cut cit times across the board to go l6 by day 7 2. Use the Interdictor, but up the figs to 300k with 8:1 Off and 2:1 Def Odds 3. Make one of the gridder (a havoc or whatever) ships 2 tpw, set the scout to 1 tpw 4. No death delay and 10-15 deaths available in tourney mode 5. 1 point for every 100 sectors gridded. (verified after game's end by the sysop) 6. 8 man teams 3 or 4 corps, 1200 turns, 30k sectors (20k if we dont play on a beta) Game lasts 14 days. H |
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| Author: | Singularity [ Fri Mar 11, 2011 5:02 pm ] |
| Post subject: | Re: Next Tourney Edit |
Stock planets contribute to turtling. Why? Because you can't make money with them. So you have to keep cashing. More cashing turns means less aggressive play as turns have to be managed for cashing. TPW all depends on the turns in the game. 50 deaths. 15 isn't enough to blast thru a wall of 10 planets. Why not just make it "he with the greatest grid wins" and skip the points? 14 days is awfully short w/ only 1200 turns. That simply isn't enough to justify putting together a corp. |
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| Author: | T0yman [ Fri Mar 11, 2011 5:26 pm ] |
| Post subject: | Re: Next Tourney Edit |
Helix, I sent this to Rev a week or so ago, it might be something worth considering. You ever notice something on paper looks good, but then once applied fails miserably. Disclosing the tie breaker using points and what the points were for has done nothing but promote turtling. Tie breaker rulings should have been sent to an arbitrator for safe keeping and only disclosed at day 60 IMO. If a corp capped a few planets early and they know what the tie breaking rules are, what’s the incentive to keep attacking….. none. Since we all know TW is a game of exploits and loopholes to win at all cost. Just my 2 cents |
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| Author: | mob [ Fri Mar 11, 2011 5:31 pm ] |
| Post subject: | Re: Next Tourney Edit |
T0yman wrote: Helix, I sent this to Rev a week or so ago, it might be something worth considering. You ever notice something on paper looks good, but then once applied fails miserably. Disclosing the tie breaker using points and what the points were for has done nothing but promote turtling. Tie breaker rulings should have been sent to an arbitrator for safe keeping and only disclosed at day 60 IMO. If a corp capped a few planets early and they know what the tie breaking rules are, what’s the incentive to keep attacking….. none. Since we all know TW is a game of exploits and loopholes to win at all cost. Just my 2 cents "Like" |
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| Author: | Singularity [ Fri Mar 11, 2011 7:05 pm ] |
| Post subject: | Re: Next Tourney Edit |
Yeh but that just results in a game won randomly, rather than as a product of effort. Would be a tough sell. |
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| Author: | Helix [ Fri Mar 11, 2011 7:21 pm ] |
| Post subject: | Re: Next Tourney Edit |
Singularity wrote: Stock planets contribute to turtling. Why? Because you can't make money with them. So you have to keep cashing. More cashing turns means less aggressive play as turns have to be managed for cashing. TPW all depends on the turns in the game. 50 deaths. 15 isn't enough to blast thru a wall of 10 planets. Why not just make it "he with the greatest grid wins" and skip the points? 14 days is awfully short w/ only 1200 turns. That simply isn't enough to justify putting together a corp. All I am seeing is what not to do, I was asking what to do. lol |
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| Author: | Singularity [ Fri Mar 11, 2011 9:25 pm ] |
| Post subject: | Re: Next Tourney Edit |
Helix wrote: All I am seeing is what not to do, I was asking what to do. lol LOL So... grid-based metric, non-stock planets, 50 deaths, no death delay, strong but slow invader, limited ore, planets that make prod... not specific enough? Ok. Try this... Pirates edit, increased colos, 20k uni. 6 man corps, 1500 turns, as many corps as possible. No death delay, 30 or 40 death lim. Eliminate the dread flute's gbonus after week 2, bump up it's offensive odds to 8:1. Game goes for 60 days, winner is the survivor with the highest grid. |
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| Author: | Helix [ Sat Mar 12, 2011 8:49 am ] |
| Post subject: | Re: Next Tourney Edit |
Singularity wrote: Helix wrote: All I am seeing is what not to do, I was asking what to do. lol LOL So... grid-based metric, non-stock planets, 50 deaths, no death delay, strong but slow invader, limited ore, planets that make prod... not specific enough? Ok. Try this... Pirates edit, increased colos, 20k uni. 6 man corps, 1500 turns, as many corps as possible. No death delay, 30 or 40 death lim. Eliminate the dread flute's gbonus after week 2, bump up it's offensive odds to 8:1. Game goes for 60 days, winner is the survivor with the highest grid. Lets play! |
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| Author: | MisBehavin [ Sat Mar 12, 2011 9:07 am ] |
| Post subject: | Re: Next Tourney Edit |
muhahahahaha |
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| Author: | MisBehavin [ Sat Mar 12, 2011 9:08 am ] |
| Post subject: | Re: Next Tourney Edit |
botting Miss is NOT allowed either |
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| Author: | T0yman [ Sat Mar 12, 2011 10:09 am ] |
| Post subject: | Re: Next Tourney Edit |
MisBehavin wrote: botting Miss is NOT allowed either mb bot off |
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| Author: | Helix [ Sat Mar 12, 2011 11:09 am ] |
| Post subject: | Re: Next Tourney Edit |
Custom Pirates telnet://twgs.podzone.org:23 Game A Lets look it over, everyone welcome. 20k Sectors 1500 Turns, 50 death limit, ISP on See first post in thread for "Custom Pirates" Settings MisBehavin wrote: botting Miss is NOT allowed either With your keytime? We put them up against the wall and shoot them if they try it! |
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| Author: | MisBehavin [ Sat Mar 12, 2011 11:57 am ] |
| Post subject: | Re: Next Tourney Edit |
At helix and toy - Thumbs up =) |
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