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Addition Suggestions for TWGS
https://mail.black-squirrel.com/viewtopic.php?f=52&t=30596
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Author:  Bilbo [ Sun Nov 14, 2010 8:57 pm ]
Post subject:  Addition Suggestions for TWGS

How about the following:
1. Blind warp a planet to a sector. If the sector's empty, success. If it's not, then it's a gamble.
1.a. if figs, then the figs go boom.
1.b. if port then a random chioce of
1.b.1 planet goes boom
1.b.2 port goes boom
1.b.3 both go boom
1.b.4 nothing happens
1.c if planets and the sector is not at max planets, then succes
1.d if planets and planets are at max, then boom

2. Be able to purchase more turns at the Stardock.

3. Planetary buying. Be able to buy out a port like you can sell off to the port.

Just some things I'd like to be able to do...

L8Tr

Author:  Singularity [ Sun Nov 14, 2010 9:10 pm ]
Post subject:  Re: Addition Suggestions for TWGS

Bilbo wrote:
How about the following:
1. Blind warp a planet to a sector. If the sector's empty, success. If it's not, then it's a gamble.


I like not being able to blind warp a planet. It means you
don't have to check the lock trigger. Changing this would
make gridding very powerful.

Bilbo wrote:
2. Be able to purchase more turns at the Stardock.


Would have to make them pretty expensive. Otherwise it
might as well be an unlim, you could just always cash
with the new turns.

Bilbo wrote:
3. Planetary buying. Be able to buy out a port like you can sell off to the port.


That would be nice. Single turn buyouts. You could buydown
a port in 1 turn, then nego it off in 1 turn. Megarob w/ a 3rd
turn. 5m creds in 3 turns, 1.6m cr/turn. That'd go great with
buying new turns, too. We could have infinite cash on day 1
regardless of the turn lim.

Of course that would hose game balance.

Author:  Promethius [ Sun Nov 14, 2010 10:20 pm ]
Post subject:  Re: Addition Suggestions for TWGS

I liked the single turn buydown idea, but I was only thinking from an unlim turn perspective. What sometimes seems like a great idea, has some issues that we don't see because of our playing style.

Guessing the turns cost to be in the 10-15k range/per turn would offset the unlim turns issue.

Blind warping a planet could be hazardous, but funny to see in the logs as "Promethius fused planet Death Star". Whole other concept to lose 7.5m ore and 5M fighters in one move vs a ship with 280k on it.

Author:  Parrothead [ Sun Nov 14, 2010 10:28 pm ]
Post subject:  Re: Addition Suggestions for TWGS

I think it would be have to be closer to 50k a turn in mbbs. Also edits like Moo2 you can make much more than megarobbing.

Author:  Singularity [ Sun Nov 14, 2010 10:31 pm ]
Post subject:  Re: Addition Suggestions for TWGS

Promethius wrote:
I liked the single turn buydown idea, but I was only thinking from an unlim turn perspective. What sometimes seems like a great idea, has some issues that we don't see because of our playing style.


Nod

Promethius wrote:
Guessing the turns cost to be in the 10-15k range/per turn would offset the unlim turns issue.


SDT is 19k per turn. Megarobs 37k per turn if you don't buy ore. If
I can megarob more credits per turn than each turn costs, I've got
unlimited turns. Tweak a few scripts, press a button, and away it
goes. First person to get megas wins.

And as phead said, in specialty edits like moo2, it would have to be
much higher. You can get 200k per turn in edits like that.

Promethius wrote:
Blind warping a planet could be hazardous, but funny to see in the logs as "Promethius fused planet Death Star". Whole other concept to lose 7.5m ore and 5M fighters in one move vs a ship with 280k on it.


Right, so I just grid in runs of 2 or 3. I've got a few tricks that reduce
CPC and packet frag, so the second you get two fighits glued together
and try to ptorp... well, loads of fun.

For the first game I'd be unstoppable. Then after the methods get out,
everyone will be unstoppable. Reach a point where nobody bothers to
build much because nothing survives and planets aren't worth having.

That may be a fun game for a little bit, but it's a death knell soon after.

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