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 Runaway Protons TWGS Re-opens 
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Gameop
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Joined: Thu Aug 24, 2006 2:00 am
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Location: USA
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I'd like to say the problem with the sudden drops has been solved, but time will tell.  The site does appear stable again but due to the several days I was shut down, I'm going to rebang all the games.
All games will bang on their selected days, and open for gameplay at 7pm EST.
Tuesday night:
A: Planet Farm
B: Hell on Earth (Truce Game)
C: StarTrek
D: Casual NDD
Wednesday Night
F: StarWars
G: Wildstars Revenge V2.0
H: SG-1
I: D&D
Thursday Night:
M: 007
N: Shawshank Redemption (Truce Game)
Friday Night:
E: SubZero
J: Poker Run (Truce Game)
K: Classic Gold
L: Ultimate Borg
I'm trying a few new truce games this go around for those that seem to like them. 
The rules are simple. 
No Blockaids, and No hostilities.
You can fire on aliens, but not other players.  No more than 1 sector fig each sector unless it's a base. 
Base = planet with 5000 colos on it, 5000 figs, beacon, & at least 1 mine in sector with a cit or construction. 
  Less than these numbers and it's in violation.  If you enter a base sector, do not fire, and retreat.  If you do battle, you are in viloation.
 
 

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Tue Jun 19, 2007 9:56 am
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Gameop
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RP,

I would like to suggest a change for the requirements for a base in the truce game...

1. It must be in a tunnel or a deadend (not the opening)
2. Have a fig, a mine, a beacon and a planet
3. Not be within 5 sectors of Fed Space

Having 50k figs in a sector means if you don't have 50k figs, its not a base.

Also there should be no navhaz in fed space or open space, and no armid mines in open space.

Just a thought.

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"Time will tell all tales" - SG
Any advanced tactic in TW is indistinguishable from cheating.


Tue Jun 19, 2007 11:13 am
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Gameop
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I just reviewed my original truce rules, and this is the revised edition.
http://runawayproton.darkstarbase.com/v ... p?p=500#50 0
I also edited my original post to avoid confusion.  I dont' require DE for bases cause they are to easily searched out.  If you care to put a base in the middle of space you may.  I do know some players avoid DE for bases for those very reasons.
 

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American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them.
http://www.runawayproton.com <-- Expired
telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired
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Tue Jun 19, 2007 11:19 am
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Gameop
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The only problem is that if you put them in open space you block freedom of movement, and if someone tries to move past, the person can claim truce violation.

How can you have a rule about 'only one fig in open space' and needing 5k figs for a base?(if the base is in open space) That is why the base needs to be inside a tunnel or in a deadend.

Cerne

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"All warfare is based on deception..." - Art of War
"Time will tell all tales" - SG
Any advanced tactic in TW is indistinguishable from cheating.


Tue Jun 19, 2007 11:32 am
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Runaway Proton wrote:
I also edited my original post to avoid confusion.  I dont' require DE for bases cause they are to easily searched out.  If you care to put a base in the middle of space you may.  I do know some players avoid DE for bases for those very reasons.

In point of fact, hiding during a Truce is tantamount to not playing at all until Truce is over. In other words, you cannot hide. The one little piece of obvious 'tactic' most people don't seem to fathom in Truce games is: first thing they should do once truce is over: Move thier Base. 

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Tue Jun 19, 2007 11:56 am
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Yet another example of unlims and turns games differing. Low warp counts like DEs or tunnels make good bases in a turns game if the corp turns/sector ratio is low enough.

Unlims... it's all about building someplace you can fortify up. Most people, including myself, build in bubbles for that reason. In an unlim you're going to get found, probably within 24 hours, it's a guarantee if the enemy corp grids at all. The question is whether you can survive their first few big moth attempts. If you can't, you die. If you can, and can grid, then you'll win. If you can survive but not grid... it's a stalemate.

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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
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Tue Jun 19, 2007 12:17 pm
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Gameop
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I say 1 fig in open space, unless it's a base.  Seems straight forward to me.  If you want to build a base you pop a planet, put the figs, build a cit, do the rest of the requirements, and you have a home.  Unless you care to waste your time doing a ztm how will you know you're in a DE or tunnel right away. 
It does restrict movement to a point, but you avoid it and go around.  This is also why I stated if you move in, you don't do battle, you retreat, and move on.
I'm listening, but don't see the point I guess.
 

_________________
American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them.
http://www.runawayproton.com <-- Expired
telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired
http://www.twsubspace.com <-- Expired
Teamspeak 3 50.23.212.53:4196 <-- Expired
Just a has been now.


Tue Jun 19, 2007 1:35 pm
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Runaway Proton wrote:
I say 1 fig in open space, unless it's a base.  Seems straight forward to me.  If you want to build a base you pop a planet, put the figs, build a cit, do the rest of the requirements, and you have a home.  Unless you care to waste your time doing a ztm how will you know you're in a DE or tunnel right away. 
It does restrict movement to a point, but you avoid it and go around.  This is also why I stated if you move in, you don't do battle, you retreat, and move on.
I'm listening, but don't see the point I guess.

Try looking at it this way...
End of truce is hours away.. people are gridding like mad to maintain or increase their grid to make hunting easier later.. .. then I get this wild idea: I think I'll move my base.. but where??  good question.
Hmmm..
I know!  ...how about I turn up the cannons and fire up my PDrop script and let someone decide for me.. Yeah!!  there we go  
 
PS. not trying to be difficult.. just making a point

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Tue Jun 19, 2007 2:18 pm
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Quote:
Unless you care to waste your time doing a ztm how will you know you're in a DE or tunnel right away.


There are ways... =)

Quote:
It does restrict movement to a point, but you avoid it and go around. This is also why I stated if you move in, you don't do battle, you retreat, and move on.


If you build in the middle of no where and some guy comes in and mows over your base, it's your own fault. Not exactly a truce violation.

Quote:
I know! ...how about I turn up the cannons and fire up my PDrop script and let someone decide for me.. Yeah!! there we go


Laff, and if they complain... heck, it's just your new base location right? Yea, sure it's like 3 hops from dock, it's a truce, right? =)

Quote:
I say 1 fig in open space, unless it's a base. Seems straight forward to me. If you want to build a base you pop a planet, put the figs, build a cit, do the rest of the requirements, and you have a home. Unless you care to waste your time doing a ztm how will you know you're in a DE or tunnel right away.


So there ya go, you build dozens of bases all over via script. Pop a planet, get it going, once it's lv1 you drop 100k figs or something there. Easy peasy blockade.

At the end of the day... truces are only as good as the players playing it. So rules are all fine and dandy, but they're made to be broken.

Hope your experience w/ truces is better than the average.

_________________
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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Tue Jun 19, 2007 3:47 pm
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Joined: Thu Mar 22, 2007 6:36 pm
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I've read the truce rules and, no offense, but they are an absolute setup for failure.
Players will NOT be able to co-exist under this truce without constant and completely unintentional "truce violations,"  not to mention the intentional "unintentional" violations, laff.
It also seems odd and counterproductive to NOT be able to use a dead end because its not far away enough from fed.  It seems like ANY dead end should be acceptable because it's not going to be in anybody's way at all.  Even a de adjacent to fed will not inhibit anyone's travel.
As it stands, if I were to simply mow from wherever I happen to be, to dock, I could easily hit someone's "base" and I could get banned for a day.  That's just not right, and it won't work.
But, that's just my opinion.


Tue Jun 19, 2007 5:17 pm
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The best solution is not to play truce games.
Try one of RP's other excellent games!

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Tue Jun 19, 2007 6:07 pm
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Um, is it too difficult to set up a mow script that'll only mow through single figs and if 5k+ figs are present it'll instead retreat, void that sector, and continue?  Something specifically to use during truces to follow the rules?  Seems sort of simple to me, but it's obviously not an easy thing to do since everyone's complaining they'd have to write that script.

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Tue Jun 19, 2007 6:18 pm
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I play in both types of games, actually, and have migrated more toward the no truce games.
I would, however, like to see RP succeed with his truce games and am just offering my opinion.


Tue Jun 19, 2007 6:18 pm
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Last time I checked, there were a LOT of players that can't write scripts.  They just play, inclusive of myself.
I dare say that MOST truce players cannot write their own scripts.


Tue Jun 19, 2007 6:20 pm
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Lieutenant J.G.

Joined: Fri Apr 05, 2002 3:00 am
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Just sounds to me like rather than picketing and boycotting all truce games, there'd be demand for truce versions of scripts instead.  The scripts should have to work around the rules of the game, not the other way around.
If it's the other way around, what is a sysop's job?  To pander to the playerbase and make a cookie-cutter board with the same games every other board has?  No wonder it's so rare for new game variations to get tried with a community that lashes out like this at the tiniest requirement for them to change their strategies...

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Tue Jun 19, 2007 6:23 pm
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