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 Game edits feedback 
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Lieutenant Commander
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Ok, I just finished up a game idea I've had for a while. I could use some feedback on the basic premise of it. Game is titled "Famine". Has about 20% port density. Terra holds about 50k cols. Low to average col regen. All of the planets are now improved with better production, higher max amts of cols per and product and faster cit times. Some of the ships have lower tpw (not a lot) and higher max holds. Basically, this is a planet game that can include red play. Ports and colonists are of the highest importance (MBBS too). 5k/800 or so. Is this too extreme or would this be of interest to many?

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Sat Mar 06, 2004 4:12 pm
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What I would basically like to hear is: would you play or not? Are the edits too hard or are there still some adventerous players out there? [:D]

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Sat Mar 06, 2004 9:55 pm
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We are too busy drooling over your new Avatar pic I guess? :) Who is she? She sure beats that Mr. Burns pic you used to use.

Sounds interesting, but not sure if I would want to play it unless I am in a corp of 5 to 6 people. Enough to find the paired ports quickly and grab as many collies as possible. Not a game I want to be a solo in, or in a corp with fewer than 5 members.

Any 0 day level 4 citidels? It sure makes a difference if there are some. Just how fast are the citidel builds?

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Sun Mar 07, 2004 12:42 am
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No, no 0 day lvl 4's. Its not an arcade TW game. Lvl 4 in 5 days or so I think. And definitely and corp type game. This game is about ports and colonists. He who controls them wins.

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Sun Mar 07, 2004 1:13 am
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So colonists are priceless and very rare. The challenge would be the first corp to get a twarpable ship to colonize planets with first. Then grab as many colonists as possible before another corp does.

Level 4's in 5 days sounds more reasonable. Need to move the planets every week or so in order that other s will not be able to find them as easily. Best defense is a moveable planet with plenty of hiding spaces.

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Sun Mar 07, 2004 11:48 pm
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Lieutenant J.G.
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I have always wanted to try a similar edit but to come up with a way of moving ports quickly and effectively, maybe a TWX script for t-edit to set up a universe in one of two ways. Considering 20k game with 20% ports, either by clustering say 100 ports around each other in 20 different spots in the universe and the rest just empty space. Or by clustering them all in 1 (all 2k ports) or maybe 2 (1k ports each) spots and the rest of the universe empty. This would create a big enough area to make it basicly undefendable yet is necessary to use to survive. It would also create a rich hunting ground and lots of combat to be able to trade and make cash. Maybe someone like Cherokee can figure out a way to do this, he has some sysop game setup scripts already.

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Mon Mar 08, 2004 1:36 pm
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I could probably do something like that, but it might be simpler to just bang a smaller game... if the idea is to compress the usable area of the universe down to 1k or 2k sectors to create a target rich environment... there's really no need for the other "empty" sectors... so just bang a smaller game.

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Mon Mar 08, 2004 2:09 pm
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I think he envisions 8 k sectors of empty space that you could hide planets in. 8 k sectors where you didn't have to worry about CIM hunters or port loss tracking. And 2 k sectors where control of them would be hotly disputed. Some people still think the layout of the universe makes a difference. It really doesn't. The only layout change that makes any difference at all is whether SD is connected to Fed or not. That determines which login script I use. :P


quote:Originally posted by Cherokee-TLTT

I could probably do something like that, but it might be simpler to just bang a smaller game... if the idea is to compress the usable area of the universe down to 1k or 2k sectors to create a target rich environment... there's really no need for the other "empty" sectors... so just bang a smaller game.

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Mon Mar 08, 2004 3:29 pm
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quote:Originally posted by Orion_Blastar

Who is she? She sure beats that Mr. Burns pic you used to use.


Dude,

I think that's Daphne from Scooby Doo.[:D]

Brian T

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Mon Mar 08, 2004 5:47 pm
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quote:Originally posted by Cherokee-TLTT

I could probably do something like that, but it might be simpler to just bang a smaller game... if the idea is to compress the usable area of the universe down to 1k or 2k sectors to create a target rich environment... there's really no need for the other "empty" sectors... so just bang a smaller game.


Not necessarily to reduce the useable size of the universe but to reduce the size of the area that is necessary to survive in the universe. A 20k sector game is 20k sectors ueseable, except Fed, a 20k sector game with say 4 clusters of 500 ports would still have 20k sectors useable but only those 4 clusters, except Fed, that are necessary to survive. Imagine SD or Terra with nothing for 10 hops around it but empty space. It would make people think about where they are going and a little extra turn management so they dont end up stuck in open space with no ports for 10 hops. It would make people starting out in the game have to burn turns to actually find an area of ports. Almost like reds needing to find the class 0 ports to avoid SD and Terra. If there is more than one area then the other areas need to be found also. It would be more difficult to blockade an area of say 500 ports all connected than it would to blockade Terra or SD. It would still make it a small enough area to make trading and hunting a challenge while allowing some free movement to set up a base far away from ports. A lot of people get found because of trading at ports near their base, or even because they have ports near them at all that make good trade pairs. Elimination of the chance encounter with a players base due to trading or searching for ports. You will still have the hunting and invading but it would split the methods and tactics into 2 distinctly different processes if its ambushes in the port area or a hunt for a base in open space.

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Mon Mar 08, 2004 6:44 pm
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That's certainly an interesting concept game. Not at all like I was proposing though [:D] Darn thread hijackers....[:D]

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Mon Mar 08, 2004 7:48 pm
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Guilty as charged!!

Feel free to impose justice if you can catch me.

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Tue Mar 09, 2004 1:16 am
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quote:Originally posted by Brian T

quote:Originally posted by Orion_Blastar

Who is she? She sure beats that Mr. Burns pic you used to use.


Dude,

I think that's Daphne from Scooby Doo.[:D]

Brian T


He changed it, it was a woman in a bikini. Psylocke I think. Now it is Daphne from Scooby Doo.

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Tue Mar 09, 2004 4:43 am
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scooby snacks
mmm


Tue Mar 09, 2004 4:44 am
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Well dead space, empty space, whatever you want to call it, can make the game challenging.

Yes you could hide planets in there, but usually when you start up a planet you need to build it next to a nearby port. This is so you can buy ore to colonize with or planet farm. You could build your own port, and use regular warp to move colonists there to create an Oasis in the dead-zone or whatever is devode of ports.

I see the limited ports as a way of controling the money to be made in the game. If a corp is smart enough to protect ports, and destroy any port they cannot protect, they can control who has money in the game. It would then suck to be the corp that did not protect ports and lost them to a more powerful corp. The game could end if a very powerful corp just starts destroying ports willy nilly.

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Tue Mar 09, 2004 4:50 am
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