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Originally posted by Harley Nuss (teamEIS)
I still disagree with some of your tips, too
Yeah. Some of them we will always disagree on. However, anytime I have an excuse to bump a thread about one of my scripts, I'll take it. heh.
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For example, tip 2. Blue turns should be worth as much as red turns, otherwise the blue player should be playing red. So if it takes more turns for a blue to tow a red than it does for the red to just move themselves, it's wasted turns and wasted money.
I guess it depends on the circumstances. If your objective is to make money, then #2 is valid. But if your objective for the day is to get mass collies, then your blue turns will be more valuable.
Red or blue, turns are most valuable in the hands of someone who knows how to use them. If someone is a better red than blue, then their red turns are worth more than their blue turns. You see them as equal, because you are at a level where they really are equal.
At the time I wrote that, my objective in any game is to maximize cashing profit. I was very one-dimensional that way. And I should really bump up those numbers, since reds now make closer to 15 mill a day on average with SDT. When I wrote tip #2, there were very very few people who would make 15 mill a day. I'll look at revising this.
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Tip 7, I prefer to use reds as banks. Too many times I've had a blue as a bank, they see someone hitting figs and go off chasing them before ofloading the 50 million cash they're carrying. It requires coordination, but if you use your reds as banks you can just make sure the cash is off of them before any risky times arise, such as game entry or extern.
Blues as banks just requires coordination too. I guess it depends on who your corpies are.
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Tip 22: Kill a corpie on a port. If I remember right, that's a 100% align swing as opposed to 33% on a planet.
Yes. I'll add that to 22. The specifics for both are already covered in the formulas section.
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Tip 23: You don't need to worry about blocking the sector with a fig. Self podding on your own corbo returns you to previous sector. Fig placement has no effect on this.
true. I'm not even sure why that's there anyway, since "a corpies personal fig" is what I should have said there anyway. But the pod doesn't flee, so it's moot.
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Tip 24: Depending on your ore, it's sometimes better to have your first planet shoot high. The goal in general is to make it so a corp can not enter your sector in one day's worth of mothing. If they can survive your cannon blasts at any point, they can invade. This being the case, it isn't always best to set the first cannon to just barely shoot.
True. I can add that. But see the final note below.
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Tip 26: The class 0's aren't really safe unless you have all surrounding sectors (including the back door) limpeted. There have been many times I have snuck up on reds who thought they were "safe" using a class 0.
Heh, me too. I've also been ambushed my fair share of times too. I can add that bit in there too. I feel it's safer if you take precautions.
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Tip 41: The citadel % is figured by taking the total number of citadels and dividing that by the total number of planets and truncating the results. So if you figure it like traitor says, you will probably get the right answer, but with over 100 planets, you may not get all the answers. For example, if V says there are 233 planets in the game and 23% have citadels, it means that there are 54 or 55 citadels in the game. Additionally, citadels do not all show up on the V screen immediately after midnight. Just from casual observation it seems that they tend to show up at the same time of day that they were originally started upgrading. Moral of the story is that if you want a truly accurate count of citadels in the game, check the V screen as close to midnight as possible. Also note that the V screen will only update at most once/hour. It updates when V is pressed so long as at least one hour has passed since the last time it was checked.
I can add that in too.
However, I can't cover every possible circumstance in the tips section either. Obviously these tips are just that, tips. The situation and your experience dictate when to use them. Tip #4 for example. Sometimes it's cheaper in turns to just leave your extra ships in space or over a cit, as the turns spent moving them are worth more than the ships themselves. But you brought up some good points, and I will address them.