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 3 New Games on Beta Just Opened for Business! 
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
So, if we had 0 ship delay and some sort of planet delay then pdropping would be eliminated or quiet nearly impossible?


Well, wouldn't be impossible or eliminated, would just require anticipation.
You could stop ppl from mowing around.

For single hop gridders, well yea you'd never be able to stop them.

I somehow doubt you guys would like that, it takes time to build a base
and you'd never get to keep a sector that long.

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Fri Jul 16, 2010 7:06 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
Cruncher wrote:
So, if we had 0 ship delay and some sort of planet delay then pdropping would be eliminated or quiet nearly impossible?


Pretty much. With 0 ship delay, there's a 250 ms delay before movement on ALL ships. Of course there's a message delay before it gets to the user that his fig has been hit. So if you set the planet delay to 250 ms, you'd never planet torp or pdrop anyone because of the delay in the message. So basically planet delay would have to be set at somewhere around 50 ms (Just an approximation because this would have to be tested). Pluse even with a planet delay, the torper could still use a bwarp torp or torp adjacent and not be effected. This would only effect planet movement.


Unless of course we had slow typing newbies at the keys in which case they could get p-dropped. I don't want to eliminate this tactic, but slowing it down will help. And the newbie will learn to type faster to stay alive. I like that.

Now for p-torping, does it sound feasible to add a launch delay here as well?

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Fri Jul 16, 2010 7:07 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
Big D wrote:
Cruncher wrote:
So, if we had 0 ship delay and some sort of planet delay then pdropping would be eliminated or quiet nearly impossible?


Pretty much. With 0 ship delay, there's a 250 ms delay before movement on ALL ships. Of course there's a message delay before it gets to the user that his fig has been hit. So if you set the planet delay to 250 ms, you'd never planet torp or pdrop anyone because of the delay in the message. So basically planet delay would have to be set at somewhere around 50 ms (Just an approximation because this would have to be tested). Pluse even with a planet delay, the torper could still use a bwarp torp or torp adjacent and not be effected. This would only effect planet movement.


Unless of course we had slow typing newbies at the keys in which case they could get p-dropped. I don't want to eliminate this tactic, but slowing it down will help. And the newbie will learn to type faster to stay alive. I like that.

Now for p-torping, does it sound feasible to add a launch delay here as well?


If you do, I would suggest it's a seperate option that is configurable. Both could be seperate as Sing says. It's wouldn't be a big deal, maybe more complicated for newer sysops, but they would just have to learn.


Fri Jul 16, 2010 7:12 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
Now for p-torping, does it sound feasible to add a launch delay here as well?


Adding a launch delay is not a good idea at all. A planet delay would suffice for
slowing down a ptorp.

But this is not going to help the newbie. It's just going to make it impossible
to stop a gridder, which basically means that's what people will do instead. It
basically means there's no way to stop someone from finding your base before
it's ready. Good job.

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Fri Jul 16, 2010 7:12 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Cruncher wrote:
Now for p-torping, does it sound feasible to add a launch delay here as well?


Adding a launch delay is not a good idea at all. A planet delay would suffice for
slowing down a ptorp.

But this is not going to help the newbie. It's just going to make it impossible
to stop a gridder, which basically means that's what people will do instead. It
basically means there's no way to stop someone from finding your base before
it's ready. Good job.


I’m talking about the t-warp or b-warp p-torp script, no planet necessary. With 0 ship delay this is still just as deadly fast as ever.

And the way today’s players grid was completely foreign to me until I saw the world trade script, then I understood what the massive grids were about. Returning players who don’t use scripts to play will be just as naïve as I was about the whole grid thing.

Yeah, we gridded or marked our areas and jump points of interest but we never had the world trade script when I played before.

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Fri Jul 16, 2010 7:22 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
I’m talking about the t-warp or b-warp p-torp script, no planet necessary. With 0 ship delay this is still just as deadly fast as ever.


Yes, but twarp or bwarp torp scripts are very dangerous for the torper. All a person has to do is torp under one of thier jump figs and lay armids or limpets and the torper will be screwed. If he hits armids carrying torps, he has no turns, or if he picks up a limpet and returns to his base, then his whole corp are sitting ducks.


Fri Jul 16, 2010 7:27 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
Cruncher wrote:

Now for p-torping, does it sound feasible to add a launch delay here as well?


If you do, I would suggest it's a separate option that is configurable. Both could be separate as Sing says. It's wouldn't be a big deal, maybe more complicated for newer sysops, but they would just have to learn.


Yes. And I think I heard that one person is the keeper of the game settings? When I asked V’Ger for M002 he was out of town for the weekend and told me to get it from Vader.

I’ve got to give you a frame of reference, when I last played we were just getting used to TWGS and the gold settings. I don’t think we had a collection of game settings that were shared and repeated time and again like they are today.

So this being said, more experienced sysops could post general game settings for new sysops to download, or like I was thinking about doing before is a line by line what each setting does here in the manual area.

I think we’d better wait until beta has completed this phase.

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Fri Jul 16, 2010 7:37 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
I’m talking about the t-warp or b-warp p-torp script, no planet necessary. With 0 ship delay this is still just as deadly fast as ever.


T-warp still has delay. B-warp carries some risks, the biggest of which is fusing. There's
actually several ways to prevent the "torp under and lay mines" trick, and putting a
corpie's personal limpets down solves the limpet problem. But because you can blind
warp onto an enemy fig (you can't blind pwarp), that means you have a chance of
fusing if you don't verify figlock. Now you can verify figlock if you want, but it slows
you way the heck down. Basically, a successful b-warp torper requires risking a blind
warp, or getting very lucky with a double anticipation shot.

Cruncher wrote:
And the way today’s players grid was completely foreign to me until I saw the world trade script, then I understood what the massive grids were about. Returning players who don’t use scripts to play will be just as naïve as I was about the whole grid thing.


Which makes it even bigger, lol. The problem isn't several teams of newbs, there's no
problem there. The problem you have is with people running scripts against the newbs,
and giving people a way to grid w/o balance just makes that problem worse.

Cruncher wrote:
Yeah, we gridded or marked our areas and jump points of interest but we never had the world trade script when I played before.


People don't really use 2_worldtrade in a turns game, it's too sloppy.

Cruncher wrote:
I’ve got to give you a frame of reference, when I last played we were just getting used to TWGS and the gold settings. I don’t think we had a collection of game settings that were shared and repeated time and again like they are today.


Yes, we know this. They're called "Edits" and they're specific to TWGS.

Cruncher wrote:
So this being said, more experienced sysops could post general game settings for new sysops to download, or like I was thinking about doing before is a line by line what each setting does here in the manual area.


Yeh, we already do that. Again, they're called edits. You can export the entire game config
into a file called a "TWA" file. That can then be imported onto other servers.

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Fri Jul 16, 2010 7:41 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Singularity wrote:
Which makes it even bigger, lol. The problem isn't several teams of newbs, there's no
problem there. The problem you have is with people running scripts against the newbs,
and giving people a way to grid w/o balance just makes that problem worse.


This is exactly the type of game I’m trying to bring to life again, several teams of newbs without people running scripts. Running free without truces to build and make war like we used to in the early days.

So, I guess what you’re telling me is that the majority of the p-torps I’ve gotten hit with were shot from within planets? Players warp the planets to the adjacent sectors and fire, and since I’m out of turns I’ve not been able to holo scan to see the planet. That completely just blows my mind that anything can move that fast! Truly unbelievable unless I’d experienced it first hand myself.

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Fri Jul 16, 2010 7:58 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
So, I guess what you’re telling me is that the majority of the p-torps I’ve gotten hit with were shot from within planets? Players warp the planets to the adjacent sectors and fire, and since I’m out of turns I’ve not been able to holo scan to see the planet. That completely just blows my mind that anything can move that fast! Truly unbelievable unless I’d experienced it first hand myself.


Yes. More than likely almost all of them were using a warpable planet. Yes. It is very fast, and the lower the CPC or if there is a ship delay, the more effective it will be.


Fri Jul 16, 2010 8:03 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Cruncher wrote:
This is exactly the type of game I’m trying to bring to life again, several teams of newbs without people running scripts. Running free without truces to build and make war like we used to in the early days.


Which is exactly the opposite of what you'll get if you lock down torping too far.
It makes gridding way too powerful. This is part of a balance I call the
"gridder-defender balance." If you making one side too powerful, the game becomes
imbalanced. If you make the gridder too powerful, you'll never get to keep your
base.

Cruncher wrote:
So, I guess what you’re telling me is that the majority of the p-torps I’ve gotten hit with were shot from within planets? Players warp the planets to the adjacent sectors and fire, and since I’m out of turns I’ve not been able to holo scan to see the planet. That completely just blows my mind that anything can move that fast! Truly unbelievable unless I’d experienced it first hand myself.


Yes, it's a very safe bet than probably all, or at least 99.99% of the torps you've
gotten hit with are exactly this.

You haven't really looked at ptorp scripts have you? I have my quickfot available
for download if you want to look at it. Remember, most people here operate with
CN2 off.

Linky:
http://www.navhaz.com/forums/downloads/ ... k_foton.ts

At it's core...

Code:
send " p " & $adj_fig & " * y c p y " & $hit_sec & "* * q p " & $return_sector & " * y "


See how that works? You hit a sector, it pulls the adjacent figged sector from the
database, pwarps, fires, and returns all in one burst.

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Fri Jul 16, 2010 8:05 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
This is exactly what happened in the EIS Invitational last year. CPC was set to 4 by accident but since the game started with it, it was left that way. The only way to grid in that game was to use a 2 ship planet grid script. Which basically means you had to enter the sector kill the fig, xport out, xport back in, then lay a fig and call saveme. It used extra turns, but most of the time it was effective. Waste of turns? No, because if you don't grid, they will find you and you'll be sitting in your base with no turns or stuck in fed space with no options to cash.

Edit: That's one of the reasons planet cits should be faster in tournaments. Otherwise the game will probably be over very quickly.


Fri Jul 16, 2010 8:18 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
Big D wrote:
This is exactly what happened in the EIS Invitational last year. CPC was set to 4 by accident but since the game started with it, it was left that way. The only way to grid in that game was to use a 2 ship planet grid script. Which basically means you had to enter the sector kill the fig, xport out, xport back in, then lay a fig and call saveme. It used extra turns, but most of the time it was effective. Waste of turns? No, because if you don't grid, they will find you and you'll be sitting in your base with no turns or stuck in fed space with no options to cash.

Edit: That's one of the reasons planet cits should be faster in tournaments. Otherwise the game will probably be over very quickly.


well the best way to grid was to wait for you to run out of time then have fun with no opposition....

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Fri Jul 16, 2010 8:24 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
the problem is that every internet game has functional scripts, and they are all outside the rules. yet they are everywhere. and i know from experience that there isnt a whole lot these large companies with a bunch of paid programmers can do about it. i have seen how travian tries to stop it, and with certain things there is just nothing you can do about it. the only 'line of defense' they have is to log the suspected botter out and change the pass, then see if it tries to autorelog in a burst. that only gets AFK scripts, the on hand dodge and raid scripts are undetectable - and travian has millions of paying users worldwide. a large team of programmers- with cash. any setting you implement will have a workaround, and the people who can write the scripts will dominate.

heres a simple solution- sysop a board, only run one game and babysit it. make it known that suspicion of scripting is grounds for booting and enforce it. then you have your 'by hand' game for the noobies, and the scripters will stay away because of all the other games available. you just cant stop scripting- companies like EA fail at this...

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Fri Jul 16, 2010 9:34 pm
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Unread post Re: 3 New Games on Beta Just Opened for Business!
booger wrote:
the problem is that every internet game has functional scripts, and they are all outside the rules. yet they are everywhere. and i know from experience that there isnt a whole lot these large companies with a bunch of paid programmers can do about it. i have seen how travian tries to stop it, and with certain things there is just nothing you can do about it. the only 'line of defense' they have is to log the suspected botter out and change the pass, then see if it tries to autorelog in a burst. that only gets AFK scripts, the on hand dodge and raid scripts are undetectable - and travian has millions of paying users worldwide. a large team of programmers- with cash. any setting you implement will have a workaround, and the people who can write the scripts will dominate.

heres a simple solution- sysop a board, only run one game and babysit it. make it known that suspicion of scripting is grounds for booting and enforce it. then you have your 'by hand' game for the noobies, and the scripters will stay away because of all the other games available. you just cant stop scripting- companies like EA fail at this...


I don't want to put the burdon on the sysops. I understand we cannot stop scripting entirely, I write simple macros myself, but mostly only hauling stuff, buying, colos, sst. While we have JP interested, I'm simply asking the question, is it possible to slow this just a bit. I do know that dispite our best efforts they will come shoot'in fish in a barrel just cuz they can, eventually.

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Fri Jul 16, 2010 10:19 pm
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