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This is not an area to debate the pros and cons of proposed features. It is an area for people to suggest new features for either TW or TWGS. I will either add the proposed feature to my planned features list, or explain my reasons for passing on the feature at this time. Features added to the list can be voted on so I can gauge people's interest.



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 Truce Mode!!!! 
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Unread post Truce Mode!!!!
Finally, this is on the top of my todo list.

I have a lot of resources showing how truce mode can be implemented. We have truce modes being enforced at ice9, ultimatetw, and I assume T0yman's site as well. I've talked with V'ger a lot about this, and stole the rules from ultimatetw's site. So let's just jump in and start hammering out what TW's own truce rule system will look like.

The following proposed rules would all be configurable, and perhaps even allowed to be activated or deactivated so an op could create their own custom truce rules.

Truce mode can be set to run for a given number of days before expiring. Players will receive a message at startup stating that truce mode is active and for how long, or that it has ended. Perhaps a truce rules global key could show the details of truce rules in a game.

A defended sector is defined as a sector with > 1 defensive or toll fighter, any offensive fighters or Armid mines.

Sector defenses are only allowed within a given range of a base sector. A base sector is defined as any planet with a Citadel. For example, the range of a base's perimeter from its base planet could be one less than the Citadel level, so a level 1 Citadel can only be defended in its sector, but a level 6 could be defended out to 5 sectors.

The number of Citadels allowed per team is configurable. This sets a limit on the size of a player's base. If no limit is set, a team could grow its base as big as space and resources allow.

Limpet mines may be deployed anywhere.

Players are free to destroy single sector figs.

Players may not enter a defended sector.

Players may not destroy ports

Players my not invade planets

NavHaz is not generated outside a player's base

Aliens are not subject to truce rules

No interdictors active outside a player's base

Players may not attack other player's ships

No attacking unmanned ships owned by other players

Corbomite won't detonate

What am I missing?

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Wed Sep 14, 2011 2:31 pm
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Unread post Re: Truce Mode!!!!
Some additional refinements:

Planets can only be created in dead-ends. Are there any other areas where a planet might be made?

Planets cannot be moved.

Photons are not activated.

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Wed Sep 14, 2011 2:46 pm
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Unread post Re: Truce Mode!!!!
What about MSL restrictions?

No figs in MSLs.

No figs out to N sectors beyond MSLs.

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Wed Sep 14, 2011 2:53 pm
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Unread post Re: Truce Mode!!!!
John Pritchett wrote:
Some additional refinements:

Planets cannot be moved.


Why can't planets move? Moving an Ocean around within your bbl to sell off product seems reasonable.

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Wed Sep 14, 2011 3:26 pm
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Unread post Re: Truce Mode!!!!
I agree with Cruncher. As long as cannons won't fire, IG's don't work, and players can't land on planets they don't own either personal or corp, then mobile planets shouldn't have any effect as far as a truce is concerned.


Wed Sep 14, 2011 3:41 pm
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Unread post Re: Truce Mode!!!!
John Pritchett wrote:
Some additional refinements:

Planets can only be created in dead-ends. Are there any other areas where a planet might be made?

Planets cannot be moved.

Photons are not activated.


Many players create planets in the door of bubbles, but I see no issues with this as long as other players can't get trapped behind that sector. What I mean by this is if it has a oneway backdoor into that area. This would hold true for bubbles or dead ends.


Wed Sep 14, 2011 3:46 pm
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Unread post Re: Truce Mode!!!!
John Pritchett wrote:
What about MSL restrictions?

No figs in MSLs.

No figs out to N sectors beyond MSLs.


That might be counterproductive- I could easily find all the class 0 ports just by trying to fig. If I can't lay down a fig, I know I've found an MSL and then just keep trying to fig until I reach the ports.

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Wed Sep 14, 2011 3:56 pm
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Unread post Re: Truce Mode!!!!
Photons should not effect players, but should be used to invade alien planets.

Attacks should be allowed on more than a single fighter unless it is a base area, otherwise you will have people dropping additional fighters as they sometimes do now in truces. A problem would also exist in that people will place a planet/fighters at the gate of a large bubble. This is not a dead end, it is part of space and can wall off 100 to 500 sectors so restriction to dead end deployment would be valid.

Armid deployment should be 0 or limited to 1 - prefer 0.

Ship IGs need to be active for capping alien ships.

MSLs and x hops out do not need special protection against a single fighter deployment. Fighter deployments should be limited to either defensive or toll. Toll only creates traps.

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Wed Sep 14, 2011 4:46 pm
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Unread post Re: Truce Mode!!!!
I think corbo should still detonate.
If not, then there won't be any risk for capping Alien ships.

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Wed Sep 14, 2011 4:55 pm
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Unread post Re: Truce Mode!!!!
I've heard of truce games, but never played one. So it's probably no surprise that I've envisioned them quite differently.

No fighters, mines, or navhaz in the MSLs or anywhere within n sectors of SD. Nothing sucks more than getting your Merc shot out from under you before you even have a chance to buy a scanner.

I object to the criterion of > 1 fighter being a "defended" sector. First of all, it would be far too easy to deny access to whole regions of space just by dropping 2 fighters everywhere. The rule about "defended" sectors only being near citadels would solve this problem, but create another one: if somebody found they couldn't enter a sector, they would know an enemy citadel was nearby.

Second, I'm sure I'm not the only player who uses a sort of "fighter code"; I routinely drop 3 or 5 fighters to mark things like sectors where I might want to build a planet. I wouldn't consider those sectors "defended". I think a "defended" sector is one containing a planet, along with mines and/or fighters. Or maybe even require a planet with a citadel, or at least one under construction.

I also object to restrictions on where planets can be placed, other than perhaps the MSLs. I seldom build in dead ends; that's the first place everyone looks. Any one of my grid figs could have a planet under it, and I want to make my opponents check them all.


Oso wrote:
If I can't lay down a fig, I know I've found an MSL and then just keep trying to fig until I reach the ports.


That's really only a concern if the sysop moved them. In a default bang, you can find them with a ZTM.

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Wed Sep 14, 2011 6:20 pm
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Unread post Re: Truce Mode!!!!
Mongoose wrote:
I've heard of truce games, but never played one. So it's probably no surprise that I've envisioned them quite differently.

No fighters, mines, or navhaz in the MSLs or anywhere within n sectors of SD. Nothing sucks more than getting your Merc shot out from under you before you even have a chance to buy a scanner.

I object to the criterion of > 1 fighter being a "defended" sector. First of all, it would be far too easy to deny access to whole regions of space just by dropping 2 fighters everywhere. The rule about "defended" sectors only being near citadels would solve this problem, but create another one: if somebody found they couldn't enter a sector, they would know an enemy citadel was nearby.

Second, I'm sure I'm not the only player who uses a sort of "fighter code"; I routinely drop 3 or 5 fighters to mark things like sectors where I might want to build a planet. I wouldn't consider those sectors "defended". I think a "defended" sector is one containing a planet, along with mines and/or fighters. Or maybe even require a planet with a citadel, or at least one under construction.

I also object to restrictions on where planets can be placed, other than perhaps the MSLs. I seldom build in dead ends; that's the first place everyone looks. Any one of my grid figs could have a planet under it, and I want to make my opponents check them all.


Oso wrote:
If I can't lay down a fig, I know I've found an MSL and then just keep trying to fig until I reach the ports.


That's really only a concern if the sysop moved them. In a default bang, you can find them with a ZTM.


Play a truce game 1st then you will see what he is talking about. However let me try and explain in layman's terms.

1) If you can't lay a fig in MSL's all you have to do is follow each sector that you can't lay a fig in and you'll eventually end up at a class 0 or class 9 port.
2) In truce mode you won't lose a ship because I'm assuming that there won't be any PvP combat.
3) Instead of marking sectors with multiple figs, lay limpets since JP already said that limpet mines won't be limited in truce mode.


Wed Sep 14, 2011 6:40 pm
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Unread post Re: Truce Mode!!!!
Big D wrote:
1) If you can't lay a fig in MSL's all you have to do is follow each sector that you can't lay a fig in and you'll eventually end up at a class 0 or class 9 port.


I get that. But my point is that finding all the class 0s is already ridiculously easy. So not being able to drop fighters in MSLs wouldn't change a whole lot.

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Wed Sep 14, 2011 7:07 pm
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Unread post Re: Truce Mode!!!!
Mongoose wrote:
I've heard of truce games, but never played one. So it's probably no surprise that I've envisioned them quite differently.

No fighters, mines, or navhaz in the MSLs or anywhere within n sectors of SD. Nothing sucks more than getting your Merc shot out from under you before you even have a chance to buy a scanner.

I object to the criterion of > 1 fighter being a "defended" sector. First of all, it would be far too easy to deny access to whole regions of space just by dropping 2 fighters everywhere. The rule about "defended" sectors only being near citadels would solve this problem, but create another one: if somebody found they couldn't enter a sector, they would know an enemy citadel was nearby.

Second, I'm sure I'm not the only player who uses a sort of "fighter code"; I routinely drop 3 or 5 fighters to mark things like sectors where I might want to build a planet. I wouldn't consider those sectors "defended". I think a "defended" sector is one containing a planet, along with mines and/or fighters. Or maybe even require a planet with a citadel, or at least one under construction.

I also object to restrictions on where planets can be placed, other than perhaps the MSLs. I seldom build in dead ends; that's the first place everyone looks. Any one of my grid figs could have a planet under it, and I want to make my opponents check them all.


Oso wrote:
If I can't lay down a fig, I know I've found an MSL and then just keep trying to fig until I reach the ports.


That's really only a concern if the sysop moved them. In a default bang, you can find them with a ZTM.


During a truce, the best place is a dead end without a backdoor so no one "accidently" runs through your base. Most truce games that I am aware of have mobiles at or before truce end so you move your base. If it is an unlim truce, you base has already been found and if you don't move it it is lost.

Class 0 locations really don't matter either in unlim truce games - they will be found.

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Wed Sep 14, 2011 7:45 pm
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Unread post Re: Truce Mode!!!!
This shouldn't be this complicated.

1) No player vs. player combat (Including empty ships)
2) Single fig deployment except in planet/base sectors (dead ends/bubbles with the same entry/exit point)
3) No offensive fig or armid mine deployment.
4) No debris from destroyed planets or port.
5) Quasar cannons and IG's both on planets and ships are inactive.
6) Photon missiles don't effect players.
7) No fig deployment around any federation sectors (1 thru 10 & stardock)
8) Class 0/9 ports can't be destroyed.
9) Players can ONLY land on planets claimed personal, by their corp, or alien.
10) A setting that will automatically end truce mode at a selected date/time.

Those are basically the only things that need to be done to make a truce mode effective.


Wed Sep 14, 2011 9:08 pm
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Unread post Re: Truce Mode!!!!
Big D wrote:
This shouldn't be this complicated.

1) No player vs. player combat (Including empty ships)
2) Single fig deployment except in planet/base sectors (dead ends/bubbles with the same entry/exit point)
3) No offensive fig or armid mine deployment.
4) No debris from destroyed planets or port.
5) Quasar cannons and IG's both on planets and ships are inactive.
6) Photon missiles don't effect players.
7) No fig deployment around any federation sectors (1 thru 10 & stardock)
8) Class 0/9 ports can't be destroyed.
9) Players can ONLY land on planets claimed personal, by their corp, or alien.
10) A setting that will automatically end truce mode at a selected date/time.

Those are basically the only things that need to be done to make a truce mode effective.


I agree with most what you are saying, but still prefer the IG for alien capping - not 100% necessary on the IG, but it is nice to have. The bubble gate I could live with, just as people would need to live with other players running into their gate - it works.

I prefer to have a fig around fed just as a jump point for colonizing or cashing, but I can work around that also as can most other people. One issue would be the players that like to build in a DE around Fed during truce.

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Wed Sep 14, 2011 9:44 pm
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