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Entropy
Gunnery Sergeant
Joined: Tue Mar 11, 2003 3:00 am Posts: 22 Location: USA
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I am a new Sysop and am having my share of growing pains as you may have seen in some of the posts on this site...My question is this...It seems Reds have a totally unfair advantage over the blues in my game...They probably make 10:1 more money that the blues...Now it seems to me its impossible for a blue player to have a real chance in the game...Is there a way to make things a little more even?...Rob/Steal delay?...What is a FAIR setting for the Rob/Steal percentages...I'm not trying to tip the scales for the blues, but I would like a little more pairity so a game lasts more than 8 days...
Entropy
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| Sat Mar 29, 2003 10:40 pm |
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lewdpotato
Lieutenant J.G.
Joined: Sun Oct 28, 2001 2:00 am Posts: 347 Location: USA
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Rob/Steal delay?...
not a good idea, all that does is makes it take longer. A red player is still going to make just as much but have to spend more time doing it. most turn players like myself are limited in the amount of time they will play this game do to real life. most of the time I wont play at a server that has Rob/Steal delay on. reds have an advantage, they can make 10 times more than a blue player with the same amount of turns. blues need a big universe to hide in so they can try to build up, so 20k sectors helps but I would suggest always corping with a red. If ya can't beat em???
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| Sun Mar 30, 2003 8:10 pm |
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earth
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 331 Location: USA
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increase the rob/steal percentage to 150% or even 200%
That should slow them down.
Most likely, the will leave the server though.
Why dont you ask them to teach the blues how to play red.
Another solution is to limit the max holds on ships that reds can use.
earth.
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| Sun Mar 30, 2003 8:41 pm |
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Gravedigr
Chief Warrant Officer
Joined: Sat Feb 09, 2002 3:00 am Posts: 127 Location: USA
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You can also decrease the time for cit's and make the fig production on planets higher to make colonizing more enticing. It is difficult to find the right balance without making it a game that ends in a stalemate. I'm not sure anyone has created a truly balanced game.
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| Sun Mar 30, 2003 10:16 pm |
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Boss
Lieutenant J.G.
Joined: Tue Feb 19, 2002 3:00 am Posts: 486 Location: United States
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You can also make the GOOD ships for evils available only by capturing them from aliens and then make the aliens mean as hell. Then they are stuck with fairly stock ships to work with till they cap a few. Make the GOOD ships for blues all require a commision so the evils cant buy them too, maybe even put exp restrictions on them so they arent all available to everyone. Other than that you can turn off fed space photons to keep the evils from running SD watches and blockades. You can lower citadel times slightly and raise productions slightly to give the blues a little more advantage than normal, just dont over do it. The larger the universe the better for blues. Also limit either turns, time per day, or both to something respectable to give a challenge for all players and not an advantage to those who can play all day long. Good luck.
_________________ It is not our duty to forgive terrorists, that is God's duty. Our duty is to make sure they meet!
The Boss TWGS
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| Mon Mar 31, 2003 5:02 am |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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quote:Originally posted by Shorty
You can also make the GOOD ships for evils available only by capturing them from aliens and then make the aliens mean as hell. Then they are stuck with fairly stock ships to work with till they cap a few. Make the GOOD ships for blues all require a commision so the evils cant buy them too, maybe even put exp restrictions on them so they arent all available to everyone. Other than that you can turn off fed space photons to keep the evils from running SD watches and blockades. You can lower citadel times slightly and raise productions slightly to give the blues a little more advantage than normal, just dont over do it. The larger the universe the better for blues. Also limit either turns, time per day, or both to something respectable to give a challenge for all players and not an advantage to those who can play all day long. Good luck.
No photons from fed won't stop a red player from running a photon block. All the setting does it stops someone who is fedsafe from firing a photon from fed... so people who are red and those who are blue with 1000+ exp can still fire from fed.
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| Mon Mar 31, 2003 1:37 pm |
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Boss
Lieutenant J.G.
Joined: Tue Feb 19, 2002 3:00 am Posts: 486 Location: United States
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Well then I stand corrected, I thought it stopped everyone from firing photons from fed regardless of who they are. Thanks.
_________________ It is not our duty to forgive terrorists, that is God's duty. Our duty is to make sure they meet!
The Boss TWGS
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| Mon Mar 31, 2003 4:40 pm |
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