Parrothead wrote:
Bump..If you colo non fedsafe then I will kill you. Laff.
Not if it's done correctly you won't.
Hell, in many edits you can survive a single tpad-grab-twarp loop macro. Add in a little random
on the tpad in and the only time you can get a hit is on the lift to twarp out. That's, at most,
however, 2 waves. Grab figs on every loop. The mechanics work out a lot like planet busting,
ie: you can maybe get 1 wave off in a prelock if it's done correctly. Maybe.
I mean look at a subzero, colonizing with a redrum. You're in an ascian boat, colonizer is in a redrum.
Boat gets 40000 @ 4.4. That's 176000 pts/wave. Redrum has 3.8 def, so each wave kills 46316 pts
Full figs, no shields (blasted on the first hit). Refigs every time they head back to base.
255000 / 46316 = 5.5. It takes 6 waves to kill the rum.
With a timed prelock and a very lucky shot you can get 2 waves in the first 250ms (maybe), and
1 wave each additional 250ms (assuming no ship delay). That's 1.25 seconds (at least) of constant
pounding to kill them.
When they tpad in and land, they're not in sector at all. Ie: it's a macro bust. You won't even get
off a prelock doing that. A perfectly timed attack might hit, probably not. That's the point of the
random delay, tho, fubar up those odds.
The trick then is the lift-twarp. If that's macro'd, they'll only be there a fraction of the time
required to kill them. You MIGHT get 1, maybe 2 hits, except perhaps in an ultra low CPC game.
That's, at most, half the waves needed. Bravado aside, the math doesn't lie.
You won't be able to kill them at terra w/o running them out of figs. Assuming they refig their
planet as needed, and assuming they've got someone to defend their base against taking out the
fig, you're not going to be able to kill them that way. Granted, there are plenty of other ways,
and granted most people's bases are wide open if they colonize solo, but we're talking about JUST
colonizing.
Naturally, none of this works if the guy is red since they have to come in adj and they're going
to get snagged there. But if they're blue, and just unfedsafe due to experience, it can be made
safe in a lot of edits. I do it in non-truce unlims occasionally, never gotten killed doing it.
Parrothead wrote:
BTW ...Truce games are stupid. And posting scripts for them is lame.
Of the 20 truce games I have started over the years 18 ended the day truce was over.
Eh, if the argument is "truces are lame" then yea I won't disagree with you. But not all truces
go that way. Sometimes you end up with 2 strong corps that battle it out for the next 2 months
before calling a stalemate. Yeh, okay, that's not much better. Still... it is different.
But yes, scripting specifically for truces can be lame. It leads to bad habits which leads to bad
scripts.
Quote:
The focus should stay on scripting, not opinions about game type.
Game type, agreed. Tactics used in games, especially as they're relevant to the topic at hand, are
a different story. A discussion of safe colonizer tactics is not off-topic to the thread.