Proposed new hybrid delay mode
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Proposed new hybrid delay mode
Singularity wrote: I lawnmow a lot, and have never been hit with a direct pdrop like that. It's probably your script. Now someone can anticipate pdrop in your path, but pdrops aren't the same as being attacked. That said, if you had the right ship (one that could take a few hits) then you could xport out... I do that all the time. My unlim gridder has an auto-xport feature for exactly this reason.
The point is, you know to transport. Players at the keys, their first reaction is to attack back, and this is what gets them killed. We don't know how to play scriptwars, we only know how to play trade wars. And Trade Wars is what we want to play more of. I can't wait to see the next release. Pretty soon we'll be able to work on some presets.
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| Sat Sep 03, 2011 5:55 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: Proposed new hybrid delay mode
Cruncher wrote: The point is, you know to transport. Players at the keys, their first reaction is to attack back, and this is what gets them killed. We don't know how to play scriptwars, we only know how to play trade wars. Except script wars is an extension of TW, it's playing TW and using scripts to improve your play. A person's "first reaction" is no excuse, people can learn to do other things. Exactly how do you plan to attack a planet while you're in a scout? Cruncher wrote: I can't wait to see the next release. Pretty soon we'll be able to work on some presets. You know what I look forward to? After all the changes, scripts will just adapt. Then what will you do?
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| Sat Sep 03, 2011 6:13 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Proposed new hybrid delay mode
Singularity wrote: Cruncher wrote: The point is, you know to transport. Players at the keys, their first reaction is to attack back, and this is what gets them killed. We don't know how to play scriptwars, we only know how to play trade wars. Except script wars is an extension of TW, it's playing TW and using scripts to improve your play. A person's "first reaction" is no excuse, people can learn to do other things. Exactly how do you plan to attack a planet while you're in a scout? I do understand your point. In the early days when I played 100% manually, the first person who came along with Twar, I thought was cheating. We adapt and learned that using helpers for the mundane tasks added enjoyment. We were still playing a turn based game. Didn’t much matter if you used your turns at the speed of typing or the speed of your helper – turns is turns! The way some people play, it’s no longer a turns game, but a first-person-shooter. You can still have your first-person-shooter, and in a time/turn limit game you can still run any script you care to. Singularity wrote: Cruncher wrote: I can't wait to see the next release. Pretty soon we'll be able to work on some presets. You know what I look forward to? After all the changes, scripts will just adapt. Then what will you do? The point is you are limited like everyone else by turns, time, and what the game will allow. Doesn’t matter what your scripts will evolve to, I believe we’re on the right track now.
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| Sat Sep 03, 2011 6:23 pm |
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Promethius
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Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: Proposed new hybrid delay mode
Singularity wrote: Exactly how do you plan to attack a planet while you're in a scout? Same way I did in my pod when I made a mistake in mothing - only once.
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| Sat Sep 03, 2011 6:26 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: Proposed new hybrid delay mode
Cruncher wrote: Singularity wrote: I lawnmow a lot, and have never been hit with a direct pdrop like that. It's probably your script. Now someone can anticipate pdrop in your path, but pdrops aren't the same as being attacked. That said, if you had the right ship (one that could take a few hits) then you could xport out... I do that all the time. My unlim gridder has an auto-xport feature for exactly this reason.
The point is, you know to transport. Players at the keys, their first reaction is to attack back, and this is what gets them killed. We don't know how to play scriptwars, we only know how to play trade wars. And Trade Wars is what we want to play more of. I can't wait to see the next release. Pretty soon we'll be able to work on some presets. my first reaction isn't much of a reaction considering if I'm "lawn mowing" or putting my self in a situation were I could be in a PvP battle, it would be more a planed situation where I would have a teammate assist me via a mobile planet. Is it script wars.. sure ever offensive script has it's counter defensive script, but if I was at a server that wasn't allowing scripts I would use the exact same tactic via a macro or even if I had to do it by hand. I'll kill the fig and tell my corpy to warp the planet in, so it's all a planed tactic. Now the funny thing about Cruncher say she doesn't know how to play script wars, and the other half of the day says she uses colo scripts, planet trading scripts, resource movers ect... Isn't that still script wars when you can build faster then I can which in the long run gives you more resources then I have? In any case it seems like the people trying to push non scripts play on us just need the new game to be called Trade Hugs and no player can attack each other and it's all good. but- When we get in the "way back when machine" and her type claim to have dominated the game.. well that's just a different story all together right. killing players back then that didn't know the game as well or couldn't type as fast or whatever, it was different because they were doing the killing and not getting killed. I am missing something here? Yes I know JP claims this will all be optional and nothing for us script users to worry about but still here we having multiple debates on scripts versus non scripts..what am I missing?
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| Sat Sep 03, 2011 7:25 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Proposed new hybrid delay mode
Kewlbreeze wrote: I am missing something here? Yes I know JP claims this will all be optional and nothing for us script users to worry about but still here we having multiple debates on scripts versus non scripts..what am I missing? This thread is about a hybrid delay mode, something JP has suggested after talking with some players on Facebook. It’s worth a look at, test and debate the merits of this new proposed setting. The point that you are missing is that even though these settings will most likely be used in low turn time limit games, they are quite possibly “insurance” to protect like minded players from anyone who would like to spoil their fun by letting a shark into the guppy pond. You could use this analogy and think of this setting as a shark cage. We know full well that no matter what setting we choose to use, there will always be someone up to the challenge to “break” the rule.
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| Sat Sep 03, 2011 7:47 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: Proposed new hybrid delay mode
Cruncher wrote: This thread is about a hybrid delay mode, something JP has suggested after talking with some players on Facebook. It’s worth a look at, test and debate the merits of this new proposed setting.
But isn’t EVERY thing optional as a setting for the sysop? So why Debate it, why test it, Just do it. Cruncher wrote: The point that you are missing is that even though these settings will most likely be used in low turn time limit games, they are quite possibly “insurance” to protect like minded players from anyone who would like to spoil their fun by letting a shark into the guppy pond. You could use this analogy and think of this setting as a shark cage.
I’m thinking these setting will be used on very few publicly trafficked servers if at all, but in any case I’m saying just do it. It’s all optional right.. So why need the big debates on not just this point but all of them. If you want to not have your fun “spoiled” add the feature that no one can attack anyone else.(You can’t have that now can you because that’s not really what you want). Cruncher wrote: We know full well that no matter what setting we choose to use, there will always be someone up to the challenge to “break” the rule. It’s not a rule if it’s a setting now is it. That’s why you set things a certain way so you don’t have to make rules for it. We have all told you ways of setting the game up even before beta to a point were you would be happy, with no one can kill anyone and all you do is trade war you self to death..lol
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| Sat Sep 03, 2011 7:57 pm |
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Mongoose
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Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: Proposed new hybrid delay mode
Kewlbreeze wrote: I am missing something here? Yes I know JP claims this will all be optional and nothing for us script users to worry about but still here we having multiple debates on scripts versus non scripts..what am I missing? Unlim scripters don't have anything to worry about... unless you're afraid you'll find yourself in the minority if the new options make the game fun again for manual players. I've got a foot in both worlds. I love scripting, and I think the ability to script this game is the main thing that kept it alive in an age when most games regard any form of automation as cheating. But it can't just be script wars. When the biggest factor in combat is whose message gets processed by the server first, it's not really a game anymore.
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| Sat Sep 03, 2011 9:19 pm |
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Kewlbreeze
Commander
Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: Proposed new hybrid delay mode
Mongoose wrote: Unlim scripters don't have anything to worry about... unless you're afraid you'll find yourself in the minority if the new options make the game fun again for manual players.
I’m know for being more of a turns player, but really as I have stated before, I don’t think that scripter’s are in the minority and really don’t have anything to worry about so long as these additions stay optional. Mongoose wrote: I've got a foot in both worlds. I love scripting, and I think the ability to script this game is the main thing that kept it alive in an age when most games regard any form of automation as cheating. But it can't just be script wars.
Actually lot’s of games have automation…They just view“out side automation” as cheating. Mongoose wrote: When the biggest factor in combat is whose message gets processed by the server first, it's not really a game anymore. I can’t think of a signal graphic game that when I get to the point for a battle, when I pull the trigger the bullet moves so slow the guy I’m shooting at has time to move.
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| Sat Sep 03, 2011 9:30 pm |
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Proposed new hybrid delay mode
Kewlbreeze wrote: Now the funny thing about Cruncher say she doesn't know how to play script wars, and the other half of the day says she uses colo scripts, planet trading scripts, resource movers ect... Isn't that still script wars when you can build faster then I can which in the long run gives you more resources then I have? In an unlimited turn game, faster more efficient scripts will get you more resources. In a low turn game, it just means you get done faster, and you won't have any more resources than if you had done it by hand.
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| Sat Sep 03, 2011 11:12 pm |
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Proposed new hybrid delay mode
Kewlbreeze wrote: Actually lot’s of games have automation…They just view“out side automation” as cheating. Internal scripting is always limited. This isn't becuase they have bad programmers, but because they don't want the scripting language to be powerful enough to do automation.
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| Sat Sep 03, 2011 11:17 pm |
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Kewlbreeze
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Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: Proposed new hybrid delay mode
Micro wrote: Kewlbreeze wrote: Now the funny thing about Cruncher say she doesn't know how to play script wars, and the other half of the day says she uses colo scripts, planet trading scripts, resource movers ect... Isn't that still script wars when you can build faster then I can which in the long run gives you more resources then I have? In an unlimited turn game, faster more efficient scripts will get you more resources. In a low turn game, it just means you get done faster, and you won't have any more resources than if you had done it by hand. I'm not really addressing unlims due to the fact that those edits are totaly FOR scripts. So with that in mind. Is that going to be true in a turns game with: T-milker planet nego mega rob mass upgrade (when dealing with time limit) planet creation scripts (when dealing with time limit) ect....
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| Sat Sep 03, 2011 11:23 pm |
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Kewlbreeze
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Joined: Sun Aug 27, 2006 2:00 am Posts: 1419 Location: USA
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 Re: Proposed new hybrid delay mode
Micro wrote: Kewlbreeze wrote: Actually lot’s of games have automation…They just view“out side automation” as cheating. Internal scripting is always limited. This isn't becuase they have bad programmers, but because they don't want the scripting language to be powerful enough to do automation. Limited or not, my point is it's there. It's not like twx scripts are limitless, plus almost every twx script is public and FREE in one form or another.
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| Sat Sep 03, 2011 11:30 pm |
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: Proposed new hybrid delay mode
I gueat that would depend on the time limit.
I really don't think the are many, if any, tradewars players that want to play without any scripting at all.
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| Sat Sep 03, 2011 11:39 pm |
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Cruncher
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Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Proposed new hybrid delay mode
Kewlbreeze wrote: I'm not really addressing unlims due to the fact that those edits are totaly FOR scripts. So with that in mind. Is that going to be true in a turns game with: T-milker planet nego mega rob mass upgrade (when dealing with time limit) planet creation scripts (when dealing with time limit) ect.... Most of that I know what it is now, except T-milker. But, the point is, have you ever played a time limit game when you ran out of turns before time? If it takes you longer than 4 hours to run 750 turns, then there may be a problem. I've seen players run through 5k turns in under 5 min. running a Swath colonizer. The public mass upgrader IMHO uses too many turns. I wrote a script that will move product both ways so that my holds are never empty. That's how I've always done it manually, and now I've been learning how to script with Zoc, so that's my hauling script. Currently it only exhanges fuel ore for organics, I've got to learn some if/than statements so I can exchange all products, figs and shields. Most of the public hauling scripts I've seen won't work if you have a ship with less than 200 holds. So if I want to move figs from an Ocean to an H, I'd also like the script to bring fuel on the return trip, even if I am using an ISS with only 150 holds. Back to the topic "Proposed new hybrid delay mode" - JP is asking whether or not it sounds like a good idea before he takes the time to code it. Things don't just put into TWGS without thought and discussion. You may not always agree with the final decision but if you're here and interested you get to state your opinion.
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| Sun Sep 04, 2011 5:58 am |
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