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 How to make an old school edit 
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Unread post Re: How to make an old school edit
booger wrote:
why change the game that drastically? no need for all that. at the end we still want to be playing tradewars


Oh, that boat sailed years ago. What's being played today IS drastically different from the game I played 8 years ago.

Keep in mind, we're only talking about a special mode for Old School play. This will not effect the game you play now.

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Sat Aug 21, 2010 3:33 pm
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Unread post Re: How to make an old school edit
i dont see how so drastically altering the red/blue makes it more like the game you used to play. it doesnt.

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Sat Aug 21, 2010 3:46 pm
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Unread post Re: How to make an old school edit
booger wrote:
i dont see how so drastically altering the red/blue makes it more like the game you used to play. it doesnt.


We didn't play mixed corps then, only red/blue teams.

Like I said, I don't know if the penalties have changed from HVS to TWGS or if we just hadn't figured out yet that it was possible. I for one didn't play with Mega Rob, didn't know it existed then, so experience was all important to us reds so we didn't have mixed corps.

Oh, some of the silly things we'd do to try not to bust. :lol:

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Sat Aug 21, 2010 4:04 pm
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Unread post Re: How to make an old school edit
Cruncher wrote:

Oh, some of the silly things we'd do to try not to bust. :lol:


I always found (on the rare occasion that I attempted playing a red) was that if I kept my chair slightly to the left of my keyboards center, that I didn't bust as often as when I had it centered or to the right.

I'm not sure how TW knew where my chair was, but I had over 100 hours of stealing logged as proof for my then g/f who thought I was nuts.

Ok, in reality, I was pretty certain that TW had no idea, or even cared, where I sat in front of my computer, but since she challenged me, I had to show her proof.

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Sat Aug 21, 2010 8:14 pm
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Unread post Re: How to make an old school edit
Promethius wrote:
I think it is a penalty to both red and blue. Red loses experience, blue maintains experience. The red's furber loses the ability to just sit at dock and wait for a call.


No they don't, it just means they're going to self-pod or CBY when their
experience gets too high. I can script around that.

Losing alignment doesn't do anything either. People will just go back to
the police station and fix it again.

Quote:
Let's do away with mixed corps then by making the penalty stiffer? Reds loose exp AND blues loose alignment.


ROTFLOL. Yeh, ok, so automatically return to the police station and fix your
alignment. Alignment is practically FREE in a mixed corp game. Seriously,
you guys need to actually play the game a bit more before suggesting useless
stuff.

Promethius wrote:
Yes, I know there are ways around this, but at least it would take a little work other than waiting on extern.


No, it doesn't. I can script the entire workaround. Great way to give scripters
more power, but bad way to give traditional players a better game.

In an unlim like you play, it doesn't matter anyway. Just build a furb point and
the reds can self-furb safely as long as they want. I don't know of many blues
that sit around playing furber in a game like that, it'd be dumb as all hell if
they did.

In a turns game, most people have their reds build bases anyway. There's not
a lot of high experience blues running around. In the event where an experience
drop is needed, I'll build a "pod furber" script that delivers two ships on call:
One with corbo, one without. People can then safely self-pod w/o having to back
to dock unfedsafe.

The only time someone is too high in exp for that is if they've killed someone.
Fine, easily solved too. How? Have another blue flip you red and bust-down at
a port. I have a script called "bustdown" that will bust down to whatever exp
level I tell it. Then just have the red drop a few figs, flip back blue. Problem
solved. Half the time killing someone makes you red anyway, so it's even
cheaper.

Of course if figs are wayyy too expensive for that, then just cby before extern.

Seriously, ya'll are just going to be giving scripters even more power than they
already have if you do this kind of stuff. You might want to think a bit before
hand. I know that thinking is a bit unfashionable around here, but it's good for
ya... I recommend you give it a try.

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Sat Aug 21, 2010 9:00 pm
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Unread post Re: How to make an old school edit
Granted on the ways to flip and be fedsafe, but they all cost something. At the present time, there is no cost involved at all for a blue on a mixed corp.

Give more power to scripters? Now why would I want something like that to happen?

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Sat Aug 21, 2010 9:18 pm
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Unread post Re: How to make an old school edit
Promethius wrote:
Granted on the ways to flip and be fedsafe, but they all cost something. At the present time, there is no cost involved at all for a blue on a mixed corp.


Yeh, but the proposed costs are still really tiny. Really, all you have to do is call furb
w/ no additional holds. Cap it, xport in, self pod on a port, xport back and be done.
That's what, 50k creds? Heck, you could self-pod off dock or terra if you want. Just
stop before you're unfedsafe, self-pod, move on.

All that's doing is giving tactical players, mostly scripters, a bigger lead over natural
players.

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Sat Aug 21, 2010 9:26 pm
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Unread post Re: How to make an old school edit
Singularity wrote:
Promethius wrote:
Granted on the ways to flip and be fedsafe, but they all cost something. At the present time, there is no cost involved at all for a blue on a mixed corp.


Yeh, but the proposed costs are still really tiny. Really, all you have to do is call furb
w/ no additional holds. Cap it, xport in, self pod on a port, xport back and be done.
That's what, 50k creds? Heck, you could self-pod off dock or terra if you want. Just
stop before you're unfedsafe, self-pod, move on.

All that's doing is giving tactical players, mostly scripters, a bigger lead over natural
players.


OK, nothing wrong with making players "work" for the ease and convience of mixed corps. Natural players as you call them only need more expertise and knowlege. Even self-pod costs you a pod for the day, less mothing. Or, we go back to playing red/blue teams and work out the logistics of keeping two corps in close quarters. Bottom line is, mixed corp penalties are currently being exploited.

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Sat Aug 21, 2010 11:05 pm
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Unread post Re: How to make an old school edit
I don't see what is the big deal is about mixed corps. It's a natural part of trade wars and has been since TWGS came out.


Sat Aug 21, 2010 11:21 pm
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Unread post Re: How to make an old school edit
Cruncher wrote:
OK, nothing wrong with making players "work" for the ease and convience of mixed corps. Natural players as you call them only need more expertise and knowlege. Even self-pod costs you a pod for the day, less mothing. Or, we go back to playing red/blue teams and work out the logistics of keeping two corps in close quarters. Bottom line is,
mixed corp penalties are currently being exploited.


You don't get my point. I can script the entire thing, and call it
automatically before extern like I do my overloads and ships
checker.

As it stands now, it's not an exploit. It's the way it's supposed
to be handled. This shouldn't be changed at all, it's not a bug.
It shouldn't even be changed in "old school" mode because it's
not old school behavior. Currently experience goes down if you're
on a mixed corp, that's the way it's meant to be. If you, as a
sysop, want to make exp matter for blues then you need to make
ships require experience. That's easily done.

Right now, in most edits, experience does not matter for blues.
That's an edit setting tho, not a game setting. That's the issue,
it has nothing to do with anything else.

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Sat Aug 21, 2010 11:26 pm
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Unread post Re: How to make an old school edit
Singularity wrote:
You don't get my point. I can script the entire thing, and call it
automatically before extern like I do my overloads and ships
checker.

As it stands now, it's not an exploit. It's the way it's supposed
to be handled. This shouldn't be changed at all, it's not a bug.
It shouldn't even be changed in "old school" mode because it's
not old school behavior. Currently experience goes down if you're
on a mixed corp, that's the way it's meant to be. If you, as a
sysop, want to make exp matter for blues then you need to make
ships require experience. That's easily done.

Right now, in most edits, experience does not matter for blues.
That's an edit setting tho, not a game setting. That's the issue,
it has nothing to do with anything else.


I get it, there’s nothing you CANNOT script!!

Current method does not balance the game. Fed Safe is and should always be for new players who’ve not gotten experience yet. Fed Safe should never be for experienced players using a bug to drop experience points.

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Sat Aug 21, 2010 11:40 pm
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Unread post Re: How to make an old school edit
Cruncher wrote:
I get it, there’s nothing you CANNOT script!!


There are, but simple stuff like that poses no challenge.

Cruncher wrote:
Current method does not balance the game. Fed Safe is and should always be for new players who’ve not gotten experience yet. Fed Safe should never be for experienced players using a bug to drop experience points.


Of course it does. Reds have their cashing ability, blues have
their fedsafety. You're just shifting the balance towards reds
if you make fedsafety harder to come by.

This isn't a bug. It's an intended effect from an intended function
of the game. It's an intended tactic, it's been around for over a
decade now. Longer than TWGS has been around. Fed safe should
be for all blues that can set it up, it's their return for not being red.

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Sat Aug 21, 2010 11:45 pm
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Unread post Re: How to make an old school edit
Singularity wrote:
[
Of course it does. Reds have their cashing ability, blues have
their fedsafety. You're just shifting the balance towards reds
if you make fedsafety harder to come by.

This isn't a bug. It's an intended effect from an intended function
of the game. It's an intended tactic, it's been around for over a
decade now. Longer than TWGS has been around. Fed safe should
be for all blues that can set it up, it's their return for not being red.


Their return for not being red is simply to t-warp to fed space, and in most cases have access to the best ships.

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Sat Aug 21, 2010 11:48 pm
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Unread post Re: How to make an old school edit
Cruncher wrote:
Their return for not being red is simply to t-warp to fed space, and in most cases have access to the best ships.


No. T-warping to fedspace is only part of it, being fedsafe IF they can set it up
is another. Again, you only lose 1/4th of the max alignment difference, so it's
not always guaranteed. Third, the ships depend on the edit... which just goes
to prove my point: You are arguing edit settings and not game problems.

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Sat Aug 21, 2010 11:52 pm
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Unread post Re: How to make an old school edit
Cruncher wrote:
Singularity wrote:
[
Of course it does. Reds have their cashing ability, blues have
their fedsafety. You're just shifting the balance towards reds
if you make fedsafety harder to come by.

This isn't a bug. It's an intended effect from an intended function
of the game. It's an intended tactic, it's been around for over a
decade now. Longer than TWGS has been around. Fed safe should
be for all blues that can set it up, it's their return for not being red.


Their return for not being red is simply to t-warp to fed space, and in most cases have access to the best ships.


Very few popular "edits" these days have a huge difference between red and blue ships. In some cases the best ship cost a large amount of money that only the reds can afford to buy.


Sun Aug 22, 2010 4:16 am
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