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 Unlimited Move "big game" 
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Well, afew things. Hidden dock is pretty easy to find in an unlim, can infact be scripted real easily. And in an unlim there's never a reason to probe since you can just grid. Nobody is going to pdrop in a quick unlim, it will be over before planets ever get built. Really, I say this... and only those that have played big unlims can back me up, grid is super easy in an unlim. You can drop 20k sectors full of limpets and armids in just a few hours if your whole corp coordinates it. You can focus your efforts in 5 and 6 ways and accomplish the same thing in a fraction of the time.

Limited planets... hehe, if you do have planets, definately limit them. To like 50. Something tiny. Heck, I'd do 10 just for kicks. IMHO no red ship should be as good as the ISS, otherwise the choices are too easy. This way a person is either red or kills. Make the big bad ship commish only, so killing a fellow blue risks your ship.

If you're realllllly gunna do this: 200% steal factor. NO gtorps or adets. 2 hour time limit. BYOC. No cloaks. No big red ships. CFS and ISS, ISS takes commission. 0 cols @ terra. Make people haggle up or not haggle and PPT their time away... will definately slow the game down and remove super cashers from the equation.

ZTM... lol. You can do a 1st pass in like an hour. All you need to hunt and kill is right there.

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Fri Oct 06, 2006 3:05 pm
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1 turn per day
no ports

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Fri Oct 06, 2006 3:20 pm
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quote:Originally posted by the reverend

1 turn per day
no ports


That is what a 1500 turn per day game feels like to me already. ;)

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Fri Oct 06, 2006 10:20 pm
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quote:Originally posted by Singularity


ZTM... lol. You can do a 1st pass in like an hour. All you need to hunt and kill is right there.



I have to agree with you there, however some ZTMs have issues when the game is banged with long warps and then shortened in T-Edit prior to game start. At least that is what I think Vader did in one of his games.

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Fri Oct 06, 2006 10:27 pm
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Unless I misread, noone addressed Corp size. I think anything over 3 man Corp would be R.E.Diculous.

Oh and a No-Death-Delay would be fun [:D] Seriously.. with a low death limit to match of course.

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Sat Oct 07, 2006 1:13 am
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This game will be over in 12 hours tops.


Sat Oct 07, 2006 1:40 am
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quote:Originally posted by Silence

This game will be over in 12 hours tops.




It seems that it would be better to finish the game in 12 hours with a clear winning corp rather than go 30-60 days with a tie between, say, 3 corps. Hmmm, seems like that has happened before.

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Sat Oct 07, 2006 2:00 am
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Indeed it has. But also a clear winner has beeen determined in the first 40 mins of a >1k turn game before. multiple times too.

The difference is, everybody knows this one will be over in 12 hours.


Sat Oct 07, 2006 2:26 am
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quote:Originally posted by Silence

Indeed it has. But also a clear winner has beeen determined in the first 40 mins of a >1k turn game before. multiple times too.

The difference is, everybody knows this one will be over in 12 hours.


I think everyone knows that any given game can be over quickly. An unlimited game has greater potential to end quickly because it is moving at a faster pace. An unlim scenario would have people making as many moves in the first hour as most turn game players do in a week. Anyone who plays unlims and doesn't know that the game has the potential to be locked down quickly (in most of todays edits) hasn't been playing very much.

In looking for ways to make the unlim viable, certain aspects have to be changed vs the sub zero edit for instance. This is a given and the reason input was requested. Most unlim edits are geared toward quick cash, quick kill. That is not what this game design, from my understanding, is going to aim for.

We have seen discussions of turn vs unlimited games and the merits of each. The thing I got out of it is that players that play turn based games don't like unlims, and unlim players don't really care for turn games. As I've said about edits in games I don't care for, this allows something for everyone.

1k vs unlim moves - doesn't matter as long as people have fun regardless of the time the game lasts.

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Sat Oct 07, 2006 3:00 am
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What about turn banks, turn them off, force them to use-it, or loose-it.

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Sat Oct 07, 2006 9:10 am
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In an unlim there's no turn bank... laff, as there's no turns.

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Sat Oct 07, 2006 9:30 am
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Right, I know that, don't I? (Sticking my head in the sand now)

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Sat Oct 07, 2006 1:03 pm
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quote:Originally posted by Promethius

Some of my thoughts on an edit for an unlim game:


A hardened dock is a given or it will be blown very quickly.

Ptorps off for the first day or two.



OK, how do you harden a dock, I know what your sayin, just don't know how to do it.
Also not sure how to turn ptorps off and on, or do you just edit the ships after a couple days of play?

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Sat Oct 07, 2006 3:51 pm
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quote:Originally posted by Runaway Proton

quote:Originally posted by Promethius

Some of my thoughts on an edit for an unlim game:


A hardened dock is a given or it will be blown very quickly.

Ptorps off for the first day or two.



OK, how do you harden a dock, I know what your sayin, just don't know how to do it.
Also not sure how to turn ptorps off and on, or do you just edit the ships after a couple days of play?



Blow up StarDock a few times - it gets more difficult each time. The ptorp setting is changed from 0 second duration to 1 second (or whatever you want).

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Sat Oct 07, 2006 4:09 pm
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Hmm, good to know. I didn't know about the StarDock thing.
I'm working on the edits on my server. Taking in all everyone is sayin. Might be open a closed game, if anyone wants to check it out let me know by PM or email

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Sat Oct 07, 2006 4:32 pm
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