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 The "I wish these features existed" thread 
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Warrant Officer

Joined: Sun Jun 24, 2001 2:00 am
Posts: 91
Location: USA
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quote:
quote:
Whats the status on ever seeing more than 20k sectors in a game? This topic must of come up at some time in the past...


Trade Wars is currently capable of supporting up to a 60,000 sector universe without extensive modification. It just needs to be -implemented-. However, I doubt you'll see this happen any time soon. 20,000 sectors is more than adequate size for most -reasonable- games.

Lisa M. Wilson
aka Rave
uhndagrowhn bbs


My what a mess Game/Oping on a 60k sector. We really can't do a good job on 20k much less 60k or more. The Bigger the Game, the less time can be spent on each sector making a good game. Some like to place certain things in the game to make it more interesting like Planets, Bad Guys, etc.. Some like it bare. The initial setup would be a monster. Besides, can you imagine attempting to keep track of 60k as a player? I can see 16 players all running ZTM at the same time on any system hogging all the Bandwidth for about 2 or 3 days. Most systems were never designed for this.



Visit slbbs.com port 2002 for a rip roaring game of TW where you also have to battle the Klingons, Romulans, Orians and the Borg.


Sat Mar 09, 2002 5:15 pm
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Ensign

Joined: Fri Feb 01, 2002 3:00 am
Posts: 232
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I thought you would be all for 60k sector games dhunt since you are so against scripting and ZTM. I very rarely take the time to ztm a 20k sector game, and I seriously doubt I would take the time in 60k sectors. Get a 60k sector game going and put a 5-6 hour time limit on it and no one would take the time to ZTM.


Sat Mar 09, 2002 6:33 pm
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Ensign

Joined: Fri Feb 01, 2002 3:00 am
Posts: 232
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CIM hunting would also be a bit harder with 60k sectors.


Sat Mar 09, 2002 11:59 pm
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Warrant Officer

Joined: Sun Jun 24, 2001 2:00 am
Posts: 91
Location: USA
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quote:
I thought you would be all for 60k sector games dhunt since you are so against scripting and ZTM. I very rarely take the time to ztm a 20k sector game, and I seriously doubt I would take the time in 60k sectors. Get a 60k sector game going and put a 5-6 hour time limit on it and no one would take the time to ZTM.




Now, Now, play nice with others. I like a 5000 sector game, myself with a time limit of 2 hours. It doesn't matter if you are going to attempt to use Scripting or not in that game. The Time limit won't allow it. Your scripting is good for the Unlimited or extremely long time limit games regardless of size.



Visit slbbs.com port 2002 for a rip roaring game of TW where you also have to battle the Klingons, Romulans, Orians and the Borg.


Sun Mar 10, 2002 1:26 am
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
Now, Now, play nice with others. I like a 5000 sector game, myself with a time limit of 2 hours. It doesn't matter if you are going to attempt to use Scripting or not in that game. The Time limit won't allow it. Your scripting is good for the Unlimited or extremely long time limit games regardless of size.


That reminds me .. i've not logged into ramp for like 2/3 days now ..
You still have the COMPLETELY wrong inpression of ZTM .. It's not a horrible bandwith hog either JP has delays in place to stop it from killing the CPU and Hoging all of the bandwith .. so that's not an issue .. 60k games wouldnt be nice at all .. there simply isnt enough players to support it .. I think 5k sectors is enough for 3 or 4 corps .. maybee if we had nice long stock setting games with 50 or 60 corps then 60k sectors would be good .. but I cant see it happening ..



<<Doctor Who>>


Sun Mar 10, 2002 12:55 pm
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Ambassador

Joined: Thu Feb 07, 2002 3:00 am
Posts: 537
Location: USA
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quote:
Now, Now, play nice with others. I like a 5000 sector game, myself with a time limit of 2 hours. It doesn't matter if you are going to attempt to use Scripting or not in that game. The Time limit won't allow it. Your scripting is good for the Unlimited or extremely long time limit games regardless of size.


Res Judicata (another TW player of some fame (or infamy)) made a good point prior to the 2002 USO (United States Open Tournament) regarding time limits. Time limits do very little to stop a good scripter, and with the continuing advancement of scripts this truly is evident in the USO. Despite the 6 hour daily time limit, most of the larger corps have 24/7 defensive coverage of their home bases. Log in, grab messages, analyze messages, and alert the players if anything "interesting" is going on. If not, log out and save time. It only takes a couple seconds to process messages, analyze them and then log back out. Providing nearly constant coverage of the game around the clock regardless of time limits.

Don't get me wrong... I'm all for time limits, and the next revision of TW will offer a method of preventing scripters from exploiting the time limits as is currently being done in the USO.

Lisa M. Wilson
aka Rave
uhndagrowhn bbs

uhndagrowhn bbs
telnet://uhndagrowhn.merseine.nu


Sun Mar 10, 2002 1:22 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
Res Judicata (another TW player of some fame (or infamy)) made a good point prior to the 2002 USO (United States Open Tournament) regarding time limits. Time limits do very little to stop a good scripter, and with the continuing advancement of scripts this truly is evident in the USO. Despite the 6 hour daily time limit, most of the larger corps have 24/7 defensive coverage of their home bases. Log in, grab messages, analyze messages, and alert the players if anything "interesting" is going on. If not, log out and save time. It only takes a couple seconds to process messages, analyze them and then log back out. Providing nearly constant coverage of the game around the clock regardless of time limits.

Don't get me wrong... I'm all for time limits, and the next revision of TW will offer a method of preventing scripters from exploiting the time limits as is currently being done in the USO.


We were directly warned not to use these scripts .. are you telling me that your corp is using them? ..

Regards

<<Doctor Who>>


Sun Mar 10, 2002 2:35 pm
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Warrant Officer

Joined: Sun Jun 24, 2001 2:00 am
Posts: 91
Location: USA
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quote:

We were directly warned not to use these scripts .. are you telling me that your corp is using them? ..

Regards

>


You can warn, threaten, and holler but some people come in at odd hours and run it all no matter what. I don't have the time to sit 24/7 on the system to catch these folks. But when I find one, they are a goner. You can usually just look at how well they did individually in a series of given days.

The problem is, once they runs a couple of the scripts, they know everything they need to know in the whole game regardless of time limits or turn limits. Plus, they can now plan on attacking or defending against the other people in the game. Their trading is much better, their defense is much better, they have more fighters, in fact, they pretty well will attempt to take over the game fast if the other players don't nail them hard first. But, when an entire corp of 3 or 4 folks are doing it, then the game is already over right after the game was rebanged.

Oh, and Who, nice shot with those planets at SD. JP wasn't even aware of that little bug or hole in the game. Quote, "I doubt if that is the Original Intent", said by JP Thanks for the lesson, it was worth it.





Visit slbbs.com port 2002 for a rip roaring game of TW where you also have to battle the Klingons, Romulans, Orians and the Borg.


Mon Mar 11, 2002 5:34 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
quote:

We were directly warned not to use these scripts .. are you telling me that your corp is using them? ..

Regards

>


You can warn, threaten, and holler but some people come in at odd hours and run it all no matter what. I don't have the time to sit 24/7 on the system to catch these folks. But when I find one, they are a goner. You can usually just look at how well they did individually in a series of given days.

The problem is, once they runs a couple of the scripts, they know everything they need to know in the whole game regardless of time limits or turn limits. Plus, they can now plan on attacking or defending against the other people in the game. Their trading is much better, their defense is much better, they have more fighters, in fact, they pretty well will attempt to take over the game fast if the other players don't nail them hard first. But, when an entire corp of 3 or 4 folks are doing it, then the game is already over right after the game was rebanged.

Oh, and Who, nice shot with those planets at SD. JP wasn't even aware of that little bug or hole in the game. Quote, "I doubt if that is the Original Intent", said by JP Thanks for the lesson, it was worth it.


No idea what your talking about with the planets dhunt ...


<<Doctor Who>>


Tue Mar 12, 2002 11:13 am
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Sergeant Major

Joined: Fri Dec 14, 2001 3:00 am
Posts: 59
Location: USA
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quote:
quote:
One of my pet peaves is that a new player could enter a game, head of to star dock to trade in his Mer. Cruiser for a Mer. Freighter (because he reads in all the online strategy guides that he should do this) and hits a stardock blockade and is dead. With no scanner, there's no way he'd know there was any danger (unless he's played enough).


I think the best way to combat this would consist of JP making an option the MSL's the same as fedspace to stop mine's and figs for x days after opening .. naz would still happen unless he made every sector stay clean .. like SD >


One of the things I suggested a while back was to allow a sector to be flagged as a MSL or as Fedspace through tedit. This would keep this problem from being such a big one. I agree, when I enter a game that's a few days old and stardock is already blockaded, well, that kind of keeps players out. If I wanted to run a longer, more slowly-built game, I'd like the ability to keep players from making it miserable for other players to join. Also, wrecking this strategy keeps players on their toes and allows for more interesting, thought-out strategies to catch players... you can't rely on them coming to you as easily.

Well, just my 2 cents.


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Tue Mar 12, 2002 4:25 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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I do agree with you that blockades are a problem .. Since I live in the UK .. most games open at times that do not meet the times I can be there for game start .. so I know what kind of problems you get trying to start 4 hours into a game .. I'me sure that JP could introduce new things to combat the locking of fed .. Some ops do not allow it .. and watch the server verry closely .. I think it's a task that they shouldn need to do .. only JP could solve the problems here ..
but fixing one problem creates a new one .. flagging msl's as fed .. means that it's going to be easy to find the class 0's in few turns .. if naz/figs is cleared from fed/around fed hourly then i'll mean that ppl will be ready to pounce every time they receive turns .. but yea .. it would be "nice" if some of the blockade problem was removed .. On a side note .. if every op started each player with a MF +Holo scanner as stock .. then there wouldnt be much of a need to goto SD on day one ;) ..

Regards


<<Doctor Who>>


Tue Mar 12, 2002 4:52 pm
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Lieutenant

Joined: Sat Mar 03, 2001 3:00 am
Posts: 592
Location: USA
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Im not sure which thread this one goes in but heres my idea for the day. I do not like the fact that I cannot eprobe sectors that I have avoided. Whats the sense in that?


Tue Mar 12, 2002 10:55 pm
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1st Sergeant

Joined: Sat Feb 24, 2001 3:00 am
Posts: 35
Location: USA
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It's not often I hear suggestions for the game that are really worthwhile, but a player on my board did mention one that I think would bolster popularity for the game as well. The idea is to not only have the option to set turns per day, but to also have the option to set accumulated turns so that a person does not have to play every day. For example, I'd like to be able to set up a game that accumulates turns at a rate of 720 per day with a maximum of 2160 so that a person would only have to play once every three days to use all of their turns. One of the drawbacks to Trade Wars is that you *have* to play every day and use all of your turns to compete. People are busy things and we can't always get to the terminal every day to play them.

Also, I think an option to have the Feds clean up the MSL's more than once a day would be good. I'd like to have them cleaned up every hour. Those Feds are lazy and they need to get off their butts and do their jobs :)



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Wed Mar 13, 2002 4:17 am
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
Posts: 322
Location: United Kingdom
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quote:
Im not sure which thread this one goes in but heres my idea for the day. I do not like the fact that I cannot eprobe sectors that I have avoided. Whats the sense in that?


I think your wrong .. try it again and then post what you really mean ..

for example
I cannot probe a deadend after i've voided the gate..

Regards

<<Doctor Who>>


Wed Mar 13, 2002 4:52 am
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Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1838
Location: Guam USA
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quote:
I do agree with you that blockades are a problem .. Since I live in the UK .. most games open at times that do not meet the times I can be there for game start .. so I know what kind of problems you get trying to start 4 hours into a game .. I'me sure that JP could introduce new things to combat the locking of fed .. Some ops do not allow it .. and watch the server verry closely .. I think it's a task that they shouldn need to do .. only JP could solve the problems here ..
but fixing one problem creates a new one .. flagging msl's as fed .. means that it's going to be easy to find the class 0's in few turns .. if naz/figs is cleared from fed/around fed hourly then i'll mean that ppl will be ready to pounce every time they receive turns .. but yea .. it would be "nice" if some of the blockade problem was removed .. On a side note .. if every op started each player with a MF +Holo scanner as stock .. then there wouldnt be much of a need to goto SD on day one ;) ..

Regards


>

This thread is getting long ;
I think the holos would be great so players wont need SD so soon.
Fed space sweepers [>:)] would help also as far as blocking goes.
Although this isnt the only way ;
maybe something like photon from fed ..Y/N N?
Fed Safetys Y/N Y?

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Wed Mar 13, 2002 9:47 am
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