How to make an old school edit
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T0yman
Veteran Op
Joined: Sat Dec 29, 2007 5:06 pm Posts: 2059 Location: Oklahoma
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 Re: How to make an old school edit
Cruncher wrote: I’m not here to please everyone obviously. Kewlbreeze wrote: Begs the question... Who are you here to please? My eye sights going and I can't see them. You might want to borrow the Hubble Telescope I think they are somewhere around Huranus 
_________________ T0yman (Permanently Retired since 2012) Proverbs 17:28 <-- Don't know it, most should it would stop a lot of the discussions on here.
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| Sun Aug 22, 2010 1:57 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: How to make an old school edit
Cruncher wrote: So far the only changes I’ve proposed are planet delay and mixed corp penalty. Ok, I can understand the planet delay option and how it MAY help new and less experienced players get started. What I can't understand is how changing the mixed corp penalties will help new players. All this proposed change will do is give one more advantage for a red player to kill a blue player. Most new players play blue because they don't understand the mechanics it takes to cash as a red, so tell me what the outcome will be if this change is made. Think about it...
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| Sun Aug 22, 2010 2:26 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Big D wrote: Cruncher wrote: So far the only changes I’ve proposed are planet delay and mixed corp penalty. Ok, I can understand the planet delay option and how it MAY help new and less experienced players get started. What I can't understand is how changing the mixed corp penalties will help new players. All this proposed change will do is give one more advantage for a red player to kill a blue player. Most new players play blue because they don't understand the mechanics it takes to cash as a red, so tell me what the outcome will be if this change is made. Think about it... New players aren't going to be playing the mixed corps right away. Only the experienced "knowledgeable" players understand how to make an otherwise experienced blue player fed safe. What is the intention of fed safe? I'm thinking it's to shield an inexperienced player from attack at SD when they are trading in their merchie for a freighter. In the process of port trading they earn exp. points and are no longer fed safe but should have earned enough to defend themselves. In the current building game I'm playing, I was fed safe for 2 days, at 11 exp points I already earned my fed com and bought my ISS. During that time I could have mapped or e-probed from SD under Fed Protection. Now I’m ppt’ing for profit and my experience is rising as it should and I do have the figs to protect myself when I visit SD now. But, I need to be careful and wary, of others with opposite alignment and more figs. I’ll be safe from reds at SD once I can carry more figs than the corp flag for now. I should not be fed safe, I have the means to protect myself. The more experienced or knowledgeable corps are going to use the current mixed corp penalty formula to keep at least one blue fed safe at all times. Not because they are inexperienced, but because they are exploiting what I see as a flaw or bug in the game.
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| Sun Aug 22, 2010 3:51 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: New players aren't going to be playing the mixed corps right away. Only the experienced "knowledgeable" players understand how to make an otherwise experienced blue player fed safe.
If one new player joins up with another new player, one goes blue while the other stays red….I bet they will figure it out?? Cruncher wrote: What is the intention of fed safe? I'm thinking it's to shield an inexperienced player from attack at SD when they are trading in their merchie for a freighter. In the process of port trading they earn exp. points and are no longer fed safe but should have earned enough to defend themselves.
From my inexperienced player perspective, for most games it’s just a pointless bonus. It might benefit a new player but we don’t really rely on that so much. Cruncher wrote: In the current building game I'm playing, I was fed safe for 2 days, at 11 exp points I already earned my fed com and bought my ISS. During that time I could have mapped or e-probed from SD under Fed Protection.
Now I’m ppt’ing for profit and my experience is rising as it should and I do have the figs to protect myself when I visit SD now. But, I need to be careful and wary, of others with opposite alignment and more figs. I’ll be safe from reds at SD once I can carry more figs than the corp flag for now. I should not be fed safe, I have the means to protect myself.
Good thing there are a LOT of different ways of playing and not just they way you do it. Cruncher wrote: The more experienced or knowledgeable corps are going to use the current mixed corp penalty formula to keep at least one blue fed safe at all times. Not because they are inexperienced, but because they are exploiting what I see as a flaw or bug in the game. Are you speaking for me again?…didn’t I ask you not to do that. The way our team plays an EDIT is based on how we think that EDIT is going to play out. The last 2 tournaments we never had an EXP issue, and never used reds for the purpose of keeping anyone “fed safe” not to mention the scripts we use for going to dock are not going to be hit… but I bet you knew that when you made you statement. BTW if you want to clear exp for you blue all you have to do is cby just before turn or flip then red, bust them down for free in exp then flip them back blue or self pod a few times or……. Lots of different ways to do it… and I bet you think those are all BUG’s too. LEARN TO PLAY your not very good with complaining about not being able to.
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 Founding Member of: Flying Ace's
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| Sun Aug 22, 2010 4:14 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: How to make an old school edit
OK Cruncher. Do you also consider ALL of the following things bugs also?
1) Getting mugged at stardock 2) Go red, bust down and then go blue again. 3) Self pod. 4) Drop corp, let one of your reds pod you for experience, then join corp again.
All ways to drop experience and stay fed safe. So you want a change that will make no difference what-so-ever, all because you think it's unfair that you can get killed when you sit in fed space as a red?.
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| Sun Aug 22, 2010 5:01 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Kewlbreeze wrote: Are you speaking for me again?…didn’t I ask you not to do that.
Feeling guilty? No, I was NOT speaking to you. Kewlbreeze wrote: The way our team plays an EDIT is based on how we think that EDIT is going to play out. The last 2 tournaments we never had an EXP issue, and never used reds for the purpose of keeping anyone “fed safe” not to mention the scripts we use for going to dock are not going to be hit… but I bet you knew that when you made you statement.
BTW if you want to clear exp for you blue all you have to do is cby just before turn or flip then red, bust them down for free in exp then flip them back blue or self pod a few times or……. Lots of different ways to do it… and I bet you think those are all BUG’s too.
LEARN TO PLAY your not very good with complaining about not being able to. Yes, lots of different ways to do it that all involve a cost of some sort. Right now there is no cost for a blue to remain fed safe in mixed corps. That’s all I’m saying.
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| Sun Aug 22, 2010 6:14 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Big D wrote: OK Cruncher. Do you also consider ALL of the following things bugs also?
1) Getting mugged at stardock 2) Go red, bust down and then go blue again. 3) Self pod. 4) Drop corp, let one of your reds pod you for experience, then join corp again.
All ways to drop experience and stay fed safe. So you want a change that will make no difference what-so-ever, all because you think it's unfair that you can get killed when you sit in fed space as a red?. Again, all of these methods have a cost associated with them. You have to DO something to remain fed safe as a blue. The current mixed corp penalty does not.
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BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Sun Aug 22, 2010 6:16 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: Big D wrote: OK Cruncher. Do you also consider ALL of the following things bugs also?
1) Getting mugged at stardock 2) Go red, bust down and then go blue again. 3) Self pod. 4) Drop corp, let one of your reds pod you for experience, then join corp again.
All ways to drop experience and stay fed safe. So you want a change that will make no difference what-so-ever, all because you think it's unfair that you can get killed when you sit in fed space as a red?. Again, all of these methods have a cost associated with them. You have to DO something to remain fed safe as a blue. The current mixed corp penalty does not. more Derpity Derp... In order to have a mixed corp alignment penalty be effective in the sense that you are implying, you need to have a substantial amount of BLUE alignment... which has a COST to achieve Derp. = 1M+ 4) Drop corp, let one of your reds pod you for experience, then join corp again. would be most effective because you can kill 2 birds with one stone even cheaper then trying to get your alignment to a point where 0ing out exp is possible with a mixed corp. With even more of a bonus. But that’s just a Bug …right…lol 1) Getting mugged at star dock = 15K for cost of a scout and free if you have any spear pods around. 2) Go red, bust down and then go blue again.= fit that in with normal game play NO COST. 3) Self pod = 35k 4) Drop corp, let one of your reds pod you for experience, then join corp again. =33K Try again.
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Last edited by Kewlbreeze on Sun Aug 22, 2010 6:47 pm, edited 2 times in total.
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| Sun Aug 22, 2010 6:29 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: Kewlbreeze wrote: Are you speaking for me again?…didn’t I ask you not to do that.
Feeling guilty? No, I was NOT speaking to you. Guilty? Cruncher wrote: Kewlbreeze wrote: The way our team plays an EDIT is based on how we think that EDIT is going to play out. The last 2 tournaments we never had an EXP issue, and never used reds for the purpose of keeping anyone “fed safe” not to mention the scripts we use for going to dock are not going to be hit… but I bet you knew that when you made you statement.
BTW if you want to clear exp for you blue all you have to do is cby just before turn or flip then red, bust them down for free in exp then flip them back blue or self pod a few times or……. Lots of different ways to do it… and I bet you think those are all BUG’s too.
LEARN TO PLAY your not very good with complaining about not being able to. Yes, lots of different ways to do it that all involve a cost of some sort. Right now there is no cost for a blue to remain fed safe in mixed corps. That’s all I’m saying. Yes there is, with only 1 exception. They never gain exp to begin with which is how we would do it for if an edit called for something like that.
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| Sun Aug 22, 2010 6:36 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: How to make an old school edit
Kewlbreeze wrote: 4) Drop corp, let one of your reds pod you for experience, then join corp again. would be most effective because you can kill 2 birds with one stone even cheaper then trying to get your alignment to a point where 0ing out exp is possible with a mixed corp. With even more of a bonus. Laff, that's a pain in the butt tho. Why not just land on a planet and have the red det you? All this "it doesn't cost anything" is BS. Costs money for the alignment in the first place, that's a setup cost the same as every other method. But in Cruncher's world, anything her limited imagination can't figure out must be a bug. The stranger you make this new "old school" mode, the less people will use it. Keep it simple. 2 words: Robust design.
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| Sun Aug 22, 2010 6:44 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: How to make an old school edit
Singularity wrote: Laff, that's a pain in the butt tho. Why not just land on a planet and have the red det you?
All this "it doesn't cost anything" is BS. Costs money for the alignment in the first place, that's a setup cost the same as every other method.
But in Cruncher's world, anything her limited imagination can't figure out must be a bug.
The stranger you make this new "old school" mode, the less people will use it. Keep it simple. 2 words: Robust design. OMG you people are so stubborn! Think about this a moment, the mixed corp penalty the way it is, IS very effective in TWGS mode. There reds NEED experience to do their evil deeds. The only reason I’m having an issue with it in MBBS mode is because of Mega Rob. MBBS mode, red experience is moot therefore the mixed corp penalty is the quick and easy way to keep your fed safe blue. Now, mega rob was made into a “feature” before the mixed corp penalty was fully explored with this additional “feature” of keeping a fed safe blue quite easily. Anyhow, take it or leave it. It’s my suggestion to correct this in a mode that none of you will play anyhow.
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| Sun Aug 22, 2010 10:39 pm |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: The only reason I’m having an issue with it in MBBS mode is because of Mega Rob. MBBS mode, red experience is moot therefore the mixed corp penalty is the quick and easy way to keep your fed safe blue. Then your problem is megarob, not mixed corps. Megarobs take an enormous investment to get going, and while they eventually pay for it, it's hardly free of costs. If you have a problem with megarob then you have a problem with the edit, not the game. There's a dozen ways to make megarobs less useful in a game if you so choose. Cruncher wrote: Now, mega rob was made into a “feature” before the mixed corp penalty was fully explored with this additional “feature” of keeping a fed safe blue quite easily. Bull. Megarobs weren't made a feature until TWGS, mixed corps precede TWGS. Cruncher wrote: Anyhow, take it or leave it. It’s my suggestion to correct this in a mode that none of you will play anyhow. 1. I'll play it, if for no other reason than to write the scripts needed to break it. I'm evil like that, yo. 2. This problem can be solved at the edit level. Solving it at a mode level means making the mode less robust. Way to promote the game! /sarcasm. 3. So basically you're just writing a mode to solve your own personal bad play.
_________________ 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.
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| Sun Aug 22, 2010 10:46 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: How to make an old school edit
Cruncher wrote: Anyhow, take it or leave it. It’s my suggestion to correct this in a mode that none of you will play anyhow.
Then why are you bothering to attempt to debate with us on things you know nothing about? Especially when we have point after point after point to back up what we are saying and your only point is basically because you think it should be like that….. Again without understanding all the pro and cons from multipale points of view?
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| Sun Aug 22, 2010 10:50 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: How to make an old school edit
Cruncher wrote: OMG you people are so stubborn! Think about this a moment, the mixed corp penalty the way it is, IS very effective in TWGS mode. There reds NEED experience to do their evil deeds. The only reason I’m having an issue with it in MBBS mode is because of Mega Rob. MBBS mode, red experience is moot therefore the mixed corp penalty is the quick and easy way to keep your fed safe blue.
Now, mega rob was made into a “feature” before the mixed corp penalty was fully explored with this additional “feature” of keeping a fed safe blue quite easily. Anyhow, take it or leave it. It’s my suggestion to correct this in a mode that none of you will play anyhow. The purpose of all these proposed changes is to slow the game down right? Well try these changes: 1) Less holds on ships 2) Ships hold less figs and mines 3) Planets hold less fuel ore and figs 4) Rob/steal delay on and MBBS off (slows down cashing and no megarob) 5) Less turns & more sectors 6) Low time limit (actually one of REAL bugs that needed fixed) Oh wait. These aren't code changes, these are tedit changes.
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| Sun Aug 22, 2010 11:02 pm |
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Big D
Veteran Op
Joined: Tue Nov 28, 2006 4:04 pm Posts: 5025
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 Re: How to make an old school edit
Ya know. I was just thinking. It really isn't game play or even the players that have changed since the old days. However the edits (or mods as JP calls them) have changed.
In the old days you had edits with stock cit times so you had to wait weeks/months for a planet to become level 6. The good players and the aggressive players got board, got drunk, and left the game long before warpable planets were available, leaving the Trade Hugs players to fight off the terrible ferrengi all by themselves.
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| Sun Aug 22, 2010 11:23 pm |
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